Id there a way in the UI.menu to make the dialogue boxes different sizes if there is a portrait or not? In other words can it be 600 px wide when there is no portrait for the NPC talking vs. 400 px wide when there is a portrait?
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Dialogue Box Size With/Without Portrait
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Thoughts on the Yasraena mod?
Back in the early days of BG1, I was too intimidated by/computer illiterate to actually give any mods a try, but there was always one mod that piqued my interest: Yasraena (mainly because I really liked the portrait).
Since the release of the EEs, I've been experimenting with mods, and I finally got around to giving Yasraena a long-awaited try. I've seen a few very conflicting opinions on her in other forums, so I'm curious what posters on here think of her. So far, I like her as a very efficient NPC (though I wouldn't necessarily argue with someone who thought she was OP), with some really nice weaponry. I know some people have complained about her seemingly bland and aloof personality, but I think that it suits her as a non-evil drow (who are typically cold and emotionally indifferent) who is exploring a giant new world for the first time. I haven't played with her nearly enough to know how her quests turn out, though, so I don't know if there's any sort of let-down or any other issues that crop up along the way.
Thanks for any comments, though please be conscious of spoilers in your responses.
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[Tool] QDMULTI: A Library for Multiclass Kits
QDMULTI is a library for mods that install multiclass kits in the Enhanced Infinity Engine (v2.0+).
The newest version of this library is available on GitHub.
This library fixes that problem, and enables multiclass kits to both appear properly in character creation and apply the appropriate bonuses during character advancement.
This line should be included before you use the ADD_KIT function (if you are adding a new kit).
Furthermore, due to the length restrictions on internal names, the library can only include abilities that have internal names of 7 characters or less. Abilities with internal names of 8 characters (or more) will not be converted during the qd_multiclass function.
- giving a kit to a multiclass character at character creation (e.g. Swashbuckler/Mage).
- allowing a multiclass character to have one kit for each of their classes (e.g. a Berserker/Priest of Talos).
- allowing modders to implement their own multiclass kits that have abilities tied to each of the base classes (e.g. the Bladesinger Fighter/Mage kit).
- allowing a single- or multiclass character to gain the benefits of multiple kits of the same class.
- Eldritch Magic by @Abdel_Adrian
- Might and Guile by @subtledoctor
The newest version of this library is available on GitHub.
Background
Beamdog released the Enhanced Infinity Engine (v2.0) with the release of their original game, Siege of Dragonspear. Among numerous other functionality changes, this patch enabled the character creation menus to display multiclass kits. Unfortunately, any kit that would appear in the multiclass menus would not gain any of its unique class bonuses, due to the way that the engine handled multiclass kits.This library fixes that problem, and enables multiclass kits to both appear properly in character creation and apply the appropriate bonuses during character advancement.
Usage
If you would like to tie your mod's multiclass kits into the qdmulti framework, then you first need to download the latest version of qdmulti and include it somewhere in your mod's installation files. After adding this file to your mod structure, you can enable the functionality in your mod's compenents by adding the following code to your mod's installation files (either .tp2 or .tpa).This line should be included before you use the ADD_KIT function (if you are adding a new kit).
INCLUDE ~your/folders/here/qd_multiclass.tpa~This line should be included after you use the ADD_KIT function (if you are adding a new kit).
LAF qd_multiclassOf the parameters utilized, the only one that I feel needs further explanation is the "base_class" parameter. This parameter handles which class the kit abilities will be tied to; if you say that a multiclass kit's base class is fighter ("base_class = F"), then it will gain the assigned kit bonuses from increases in its fighter level.
STR_VAR
kit_name = ~kitname~ //the internal name for your kit (e.g. QDMAGUS)
kit_clab = ~kitclab~ //the internal name of your kit's clab file, without the .2da extension
base_class = ~X~ // this can take 6 values: [F]ighter, [P]riest, [D]ruid, [R]anger, [M]age, [T]hief
END
Limitations
Note that this library is only designed to handle class benefits that are granted through the class' clab file; it will not handle specialist mages' school restrictions, specific kit's item restrictions, or other effects tied to the kit's usability flags.Furthermore, due to the length restrictions on internal names, the library can only include abilities that have internal names of 7 characters or less. Abilities with internal names of 8 characters (or more) will not be converted during the qd_multiclass function.
Applications
This library is very versatile, and can be used in a variety of scenarios. Some of the things it can do include:- giving a kit to a multiclass character at character creation (e.g. Swashbuckler/Mage).
- allowing a multiclass character to have one kit for each of their classes (e.g. a Berserker/Priest of Talos).
- allowing modders to implement their own multiclass kits that have abilities tied to each of the base classes (e.g. the Bladesinger Fighter/Mage kit).
- allowing a single- or multiclass character to gain the benefits of multiple kits of the same class.
QDMULTI in Action
Mods that make use of QDMULTI include:- Eldritch Magic by @Abdel_Adrian
- Might and Guile by @subtledoctor
Permissions and Support
I am publishing QDMULTI so that other modders may make multi-class kits more reliably and efficiently. I do not require nor expect modders to contact me requesting permission to use this library. If you encounter errors while using this library, please contact me so that I may provide fixes and updates.↧
Seducer Kit for Thieves v1.31
I always wanted to be able to charm critters like liches, mind flayers, Irenicus, and Melissan. But for many enemies, it just wasn't possible. I created this kit to change that.
The Seducer kit allows the player to charm literally ANYTHING in the game. But like my other kits, this powerful ability is balanced out by some crippling disadvantages--namely, a complete inability to perform the normal duties of a party's thief, and the worst defenses of any class in the game.
I've rebalanced the kit and made it fit the original concept a little bit better, removing the Hypnosis ability and replacing it with a charm effect that can target multiple critters at once. Also, the Seducer can now charm other critters into joining the party as if they were a normal NPC. But it only works on critters up to half your level (so no basilisks or demiliches), and some critters, like golems and unkillable quest characters, are immune. Or, you can charm critters into following the party as if they were familiars--they won't gain levels like party members and you can't access their inventory or spellbooks, but there is no limit to the number of followers you can gather.
The Seducer kit is compatible with BG:EE, SoD, and BG2:EE. If you have SoD, remember to install ModMerge before installing any other mods. It will probably be compatible with IWD:EE once the game is updated to version 2.4.
You can download the kit at the bottom of this post. The most recent version is 1.3, featuring the new Recruit Follower spell, but you can also try out the older versions in case you want the old area-effect Feeblemind ability from v1.1.
Kit description (there's a lot of detail to this kit):
A Seducer is a thief who acts through persuasion rather than sleight of hand. Socially cunning and politically astute, they develop an ability to forge close relationships with the wealthy, powerful, or merely useful, and navigate complex social orders with speed and grace. Some may use their talents to influence people for the better, propping up and guiding the wise and honest, or exposing and ostracizing the corrupt and the selfish. Others use their talents for personal gain, exploiting their allies' weaknesses, and destroying their opponents with whatever means they can.
Despite the name, a Seducer's abilities are more complex than attractiveness or charm. A Seducer uses psionic abilities and arcane magic as well as physical appeal to influence others, and can gain control over potentially any creature with a semi-conscious mind--even those of a different orientation, species, or plane of existence, as well as sexless creatures, constructs, and the undead. No mind is truly safe from a Seducer's grasp; only sheer will and mental fortitude can block the Seducer's influence.
CLASS FEATURES:
- May cast Charm at will
- May cast Domination at will
- May cast Seduction at will
- May cast Recruit Follower at will
- May cast Dispel Charm at will
- +1 Charisma
- Immunity to charm and domination
- +1 to save vs. spell at level 1 and every 5 levels after
- +1 AC vs. melee weapons at level 1 and every 6 levels after
- Only gains 15 skill points per level (30 at level 1)
- Cannot detect traps or set traps
- Backstab does not progress beyond 2x
- Only gains 1d4 hit points per level
- May not wear any armor
- Does not gain Use Any Item or most thief HLAs
DOMINATION: The Seducer may attempt to take control over any creature within 30 feet for 1d3 rounds, infiltrating their mind and probing their thoughts and desires. If the target fails its save vs. spell at +4, the Seducer will wriggle their way into the subject's mind and take over after half a round. As the Seducer grows more experienced, their charms become more effective:
Level 1: +4 to saving throw
Level 2: +3 to saving throw
Level 3: +2 to saving throw
Level 5: +1 to saving throw
Level 7: +0 to saving throw
Level 9: -1 to saving throw
Level 12: -2 to saving throw
Level 15: -3 to saving throw
Level 18: -4 to saving throw
Level 22: -5 to saving throw
Level 26: -6 to saving throw
Level 30: -7 to saving throw
Level 35: -8 to saving throw
Level 40: -9 to saving throw
Level 45: -10 to saving throw
Domination is not limited by the Seducer's line of sight; he or she can target creatures who are invisible or behind a corner. Domination bypasses spell protections, magic resistance, and immunity to charm effects, but non-humanoid targets are more resistant to the Seducer's charms and make their saving throws at a bonus:
Intelligent and familiar creatures such as animals and yuan-ti:
+1 to saving throw
Unintelligent and unnatural creatures such as undead, trolls, and giants:
+2 to saving throw
Alien and extraplanar creatures such as beholders, elementals, and demons:
+3 to saving throw
Creatures who already charmed, however, suffer a -3 penalty to their saving throw.
The intense concentration involved in charming other creatures leaves the Seducer vulnerable. For 1 round after using Domination, the Seducer cannot attack and suffers -3 penalty to AC and -25% movement rate.
CHARM: Rather than focus their attention on a single target, a Seducer may attempt to charm multiple creatures at once. At level 1, a Seducer's Charm can affect two creatures at once; every 10 levels, the Seducer may charm another creature in the same round. Like Domination, Charm improves as the Seducer gains experience, but dividing the Seducer's attention makes the effect easier to resist:
Level 1: +7 to saving throw
Level 2: +6 to saving throw
Level 4: +5 to saving throw
Level 6: +4 to saving throw
Level 9: +3 to saving throw
Level 12: +2 to saving throw
Level 16: +1 to saving throw
Level 20: +0 to saving throw
Level 25: -1 to saving throw
Level 30: -2 to saving throw
Level 36: -3 to saving throw
Level 42: -4 to saving throw
Level 49: -5 to saving throw
As with Domination, Charm bypasses normal immunities, offers bonuses to alien minds (such as animals and extraplanar creatures), and imposes -3 penalty to AC and -25% movement rate on the Seducer for 1 round.
SEDUCTION: With time and great effort, a Seducer may take total control over a single creature. This ability cannot be used in the thick of combat; the Seducer must have a peaceful and safe environment to ensure the subject feels comfortable. The subject must also be under the effects of Charm or Domination in order for Seduction to be successful. Finally, the subject must have some senses or desires in order to be affected; golems and constructs are immune.
If the subject fails a save vs. spell at no penalty, the Seducer may coax it into joining the Seducer's party. The subject will obey any order and follow the party wherever it goes until it is dismissed from the group. The Seducer can take control of creatures up to half of his or her level.
(Seduction can have unintended effects if used on quest-related creatures, especially if a plot-critical creature is dismissed from the party for good. Some plot-relevant creatures, but not all, are immune by default.)
Most non-humanoid creatures (monsters, undead, elementals, and so forth) do not possess a standard character class. These creatures will be given the fighter class upon joining the party, allowing them to gain levels at the cost of a 50% XP penalty.
RECRUIT FOLLOWER: A Seducer of outstanding charisma may gather followers on his or her travels, whether by inspiring the righteous with a call to action, tempting the selfish with personal profit, or simply winning allies through sheer force of personal magnetism. This ability allows the Seducer to persuade the target to follow the Seducer's party wherever they may go, and is treated as the Seducer's familiar. Unlike Seduction, the target does not join the party, and therefore cannot gain levels, cannot be raised from the dead, and the Seducer cannot access its inventory or spellbook. However, there is no limit to how many followers a Seducer may possess (provided that he or she is able to keep all of them alive).
This ability cannot be used in the thick of combat, but unlike Seduction, the subject need not be charmed beforehand. The subject must have some senses or desires in order to be affected; golems and constructs are immune.
If the subject fails a save vs. spell at no penalty, the Seducer may coax it into following the Seducer's party until its dying breath. The Seducer can take control of creatures up to half of his or her level.
(Recruit Follower can have unintended effects if used on quest-related creatures. Some plot-relevant creatures, but not all, are immune by default.)
DISPEL CHARM: By delving into a charmed creature's mind, the Seducer can isolate and remove the charm's effects, whether the charm is magical, mundane, or psionic. This ability will dispel any charm effect from the target creature if he or she makes a save vs. spell at +5.
BETRAYAL: If the Seducer backstabs an opponent while it is under the effects of Charm or Domination, the Seducer may attempt to land a fatal blow while the target's guard is down. If the victim fails its save vs. death at -2, the Seducer will kill it instantly, using whatever weak point the Seducer can divine from its thoughts. Every 4 levels after level 1, victims of Betrayal must make their save at an additional -1 penalty, up to -7 at level 21. If the victim makes its save, the effects of Charm and Domination are broken and the Seducer cannot charm the target for another 5 rounds. Targets who resist the instant death effect will still suffer 2d6 damage, plus an additional 2d6 damage every 4 levels after level 1.
High-Level Abilities:
- Psionic Lock
- Psionic Invisibility
- Psionic Breach
- Psionic Teleportation
- Psionic Time Stop
- Psionic Foresight
- Evasion
- Alchemy
- Scribe Scrolls
DUAL-CLASS REQUIREMENTS: 13 Intelligence, 15 Wisdom, 17 Charisma
– Hit Die: d4
The Seducer kit allows the player to charm literally ANYTHING in the game. But like my other kits, this powerful ability is balanced out by some crippling disadvantages--namely, a complete inability to perform the normal duties of a party's thief, and the worst defenses of any class in the game.
I've rebalanced the kit and made it fit the original concept a little bit better, removing the Hypnosis ability and replacing it with a charm effect that can target multiple critters at once. Also, the Seducer can now charm other critters into joining the party as if they were a normal NPC. But it only works on critters up to half your level (so no basilisks or demiliches), and some critters, like golems and unkillable quest characters, are immune. Or, you can charm critters into following the party as if they were familiars--they won't gain levels like party members and you can't access their inventory or spellbooks, but there is no limit to the number of followers you can gather.
The Seducer kit is compatible with BG:EE, SoD, and BG2:EE. If you have SoD, remember to install ModMerge before installing any other mods. It will probably be compatible with IWD:EE once the game is updated to version 2.4.
You can download the kit at the bottom of this post. The most recent version is 1.3, featuring the new Recruit Follower spell, but you can also try out the older versions in case you want the old area-effect Feeblemind ability from v1.1.
Kit description (there's a lot of detail to this kit):
A Seducer is a thief who acts through persuasion rather than sleight of hand. Socially cunning and politically astute, they develop an ability to forge close relationships with the wealthy, powerful, or merely useful, and navigate complex social orders with speed and grace. Some may use their talents to influence people for the better, propping up and guiding the wise and honest, or exposing and ostracizing the corrupt and the selfish. Others use their talents for personal gain, exploiting their allies' weaknesses, and destroying their opponents with whatever means they can.
Despite the name, a Seducer's abilities are more complex than attractiveness or charm. A Seducer uses psionic abilities and arcane magic as well as physical appeal to influence others, and can gain control over potentially any creature with a semi-conscious mind--even those of a different orientation, species, or plane of existence, as well as sexless creatures, constructs, and the undead. No mind is truly safe from a Seducer's grasp; only sheer will and mental fortitude can block the Seducer's influence.
CLASS FEATURES:
- May cast Charm at will
- May cast Domination at will
- May cast Seduction at will
- May cast Recruit Follower at will
- May cast Dispel Charm at will
- +1 Charisma
- Immunity to charm and domination
- +1 to save vs. spell at level 1 and every 5 levels after
- +1 AC vs. melee weapons at level 1 and every 6 levels after
- Only gains 15 skill points per level (30 at level 1)
- Cannot detect traps or set traps
- Backstab does not progress beyond 2x
- Only gains 1d4 hit points per level
- May not wear any armor
- Does not gain Use Any Item or most thief HLAs
DOMINATION: The Seducer may attempt to take control over any creature within 30 feet for 1d3 rounds, infiltrating their mind and probing their thoughts and desires. If the target fails its save vs. spell at +4, the Seducer will wriggle their way into the subject's mind and take over after half a round. As the Seducer grows more experienced, their charms become more effective:
Level 1: +4 to saving throw
Level 2: +3 to saving throw
Level 3: +2 to saving throw
Level 5: +1 to saving throw
Level 7: +0 to saving throw
Level 9: -1 to saving throw
Level 12: -2 to saving throw
Level 15: -3 to saving throw
Level 18: -4 to saving throw
Level 22: -5 to saving throw
Level 26: -6 to saving throw
Level 30: -7 to saving throw
Level 35: -8 to saving throw
Level 40: -9 to saving throw
Level 45: -10 to saving throw
Domination is not limited by the Seducer's line of sight; he or she can target creatures who are invisible or behind a corner. Domination bypasses spell protections, magic resistance, and immunity to charm effects, but non-humanoid targets are more resistant to the Seducer's charms and make their saving throws at a bonus:
Intelligent and familiar creatures such as animals and yuan-ti:
+1 to saving throw
Unintelligent and unnatural creatures such as undead, trolls, and giants:
+2 to saving throw
Alien and extraplanar creatures such as beholders, elementals, and demons:
+3 to saving throw
Creatures who already charmed, however, suffer a -3 penalty to their saving throw.
The intense concentration involved in charming other creatures leaves the Seducer vulnerable. For 1 round after using Domination, the Seducer cannot attack and suffers -3 penalty to AC and -25% movement rate.
CHARM: Rather than focus their attention on a single target, a Seducer may attempt to charm multiple creatures at once. At level 1, a Seducer's Charm can affect two creatures at once; every 10 levels, the Seducer may charm another creature in the same round. Like Domination, Charm improves as the Seducer gains experience, but dividing the Seducer's attention makes the effect easier to resist:
Level 1: +7 to saving throw
Level 2: +6 to saving throw
Level 4: +5 to saving throw
Level 6: +4 to saving throw
Level 9: +3 to saving throw
Level 12: +2 to saving throw
Level 16: +1 to saving throw
Level 20: +0 to saving throw
Level 25: -1 to saving throw
Level 30: -2 to saving throw
Level 36: -3 to saving throw
Level 42: -4 to saving throw
Level 49: -5 to saving throw
As with Domination, Charm bypasses normal immunities, offers bonuses to alien minds (such as animals and extraplanar creatures), and imposes -3 penalty to AC and -25% movement rate on the Seducer for 1 round.
SEDUCTION: With time and great effort, a Seducer may take total control over a single creature. This ability cannot be used in the thick of combat; the Seducer must have a peaceful and safe environment to ensure the subject feels comfortable. The subject must also be under the effects of Charm or Domination in order for Seduction to be successful. Finally, the subject must have some senses or desires in order to be affected; golems and constructs are immune.
If the subject fails a save vs. spell at no penalty, the Seducer may coax it into joining the Seducer's party. The subject will obey any order and follow the party wherever it goes until it is dismissed from the group. The Seducer can take control of creatures up to half of his or her level.
(Seduction can have unintended effects if used on quest-related creatures, especially if a plot-critical creature is dismissed from the party for good. Some plot-relevant creatures, but not all, are immune by default.)
Most non-humanoid creatures (monsters, undead, elementals, and so forth) do not possess a standard character class. These creatures will be given the fighter class upon joining the party, allowing them to gain levels at the cost of a 50% XP penalty.
RECRUIT FOLLOWER: A Seducer of outstanding charisma may gather followers on his or her travels, whether by inspiring the righteous with a call to action, tempting the selfish with personal profit, or simply winning allies through sheer force of personal magnetism. This ability allows the Seducer to persuade the target to follow the Seducer's party wherever they may go, and is treated as the Seducer's familiar. Unlike Seduction, the target does not join the party, and therefore cannot gain levels, cannot be raised from the dead, and the Seducer cannot access its inventory or spellbook. However, there is no limit to how many followers a Seducer may possess (provided that he or she is able to keep all of them alive).
This ability cannot be used in the thick of combat, but unlike Seduction, the subject need not be charmed beforehand. The subject must have some senses or desires in order to be affected; golems and constructs are immune.
If the subject fails a save vs. spell at no penalty, the Seducer may coax it into following the Seducer's party until its dying breath. The Seducer can take control of creatures up to half of his or her level.
(Recruit Follower can have unintended effects if used on quest-related creatures. Some plot-relevant creatures, but not all, are immune by default.)
DISPEL CHARM: By delving into a charmed creature's mind, the Seducer can isolate and remove the charm's effects, whether the charm is magical, mundane, or psionic. This ability will dispel any charm effect from the target creature if he or she makes a save vs. spell at +5.
BETRAYAL: If the Seducer backstabs an opponent while it is under the effects of Charm or Domination, the Seducer may attempt to land a fatal blow while the target's guard is down. If the victim fails its save vs. death at -2, the Seducer will kill it instantly, using whatever weak point the Seducer can divine from its thoughts. Every 4 levels after level 1, victims of Betrayal must make their save at an additional -1 penalty, up to -7 at level 21. If the victim makes its save, the effects of Charm and Domination are broken and the Seducer cannot charm the target for another 5 rounds. Targets who resist the instant death effect will still suffer 2d6 damage, plus an additional 2d6 damage every 4 levels after level 1.
High-Level Abilities:
- Psionic Lock
- Psionic Invisibility
- Psionic Breach
- Psionic Teleportation
- Psionic Time Stop
- Psionic Foresight
- Evasion
- Alchemy
- Scribe Scrolls
DUAL-CLASS REQUIREMENTS: 13 Intelligence, 15 Wisdom, 17 Charisma
– Hit Die: d4
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[MOD LIST] Mods by Artemius_I
Since the number of mods I have created has reached the point where I have a dozen threads that require maintaining and need to compete with other threads at the same time for visibility, I have created this list of all the mods I have created in order to have a condensed thread where I can post notices for new updates or mods that don't need their own threads.
- My larger mods, namely NPC and kit mods will still maintain their threads in the case of news or updates, but my smaller mods will hopefully receive a little more attention here.
- I will not post anything on unfinished or concept mods in this post. Information on those can be found either in their own threads or on my site.
- I do not (directly) design or support mods for IWD:EE, PST:EE or any pre-EE Infinity Engine games, and have no plans for adapting my mods (this obviously applies to any kit, item or spell mods that I create) for any of the aforementioned engines. I do support EET, but only via assistance from others. Please don't ask for compatibility patches.
- Most of my mods have been designed using v2.0+ versions of EE. Therefore, they will probably not work for those still on v1.3. Again, please don't ask.
- Link to my mod site: https://artisans-corner.com/
NPC MODS
Sirene - BG:EE, SoD, BG2:EE
A lawful good female tiefling paladin of Ilmater. Banters, friendship, romance for both genders and a custom-designed kit.Drake - BG:EE, SoD
A neutral good male human priest of Tyr with an irreverent and sarcastic attitude. Banters, friendship and original voicing.Pai'Na - BG2:EE
A true neutral female half-drow hivemaster. An expansion of the original BG2 minor character with banters and friendship. No voicing.Aura - BG:EE, SoD
A lawful good gnome artificer thief. Banters, friendship, quest, new items and hints towards a romance with a female PC.NPC-RELATED MODS
True Berserker Minsc
A custom-designed berserker/ranger hybrid kit for Minsc, giving him a more specialized role.KIT MODS
Bardic Wonders
Adds four new bard kits to the game, each with specialized custom bard songs. Additionally, a new store that sells bardic items is added to a BG2:EE install.Way of the Assassin
A rework of the assassin kit, placing a greater emphasis on backstabbing at the expense of other thieving skills.Arcane Archer
A ranged fighter kit with several missile-empowering innate abilities. A separate component for a fighter/mage kit of the same name and abilities is also available.Pale Master
A necromancy-oriented sorcerer kit with several innate abilities.Warlock
An implementation of the 3e warlock as a semi-unique class.ITEM MODS
Useful Plot Items
Adds useful abilities to three worthless plot items - Symbol of Amaunator, Shadow Dragon Wardstone and Mask of King Strohm IIISPELL MODS
Shadow Magic
Adds a new school of magic to the game. Play as a Shadow Adept with a selection of 100+ exclusive Shadow Weave spells, some with similarities with Weave magic while others are completely original. Shadow Magic is more powerful than regular magic but also dangerous as it drains the user's life force. Includes new kits with exclusive spells, items and familiars.TWEAK MODS
House Rules
Assorted personalized tweaks that fit no particular categoryGRAPHIC/ANIMATION MODS
Sarevok Animation Patch
Patches up all empty animations for Sarevok's model, allowing it to be used without crashing or disappearing models.↧
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installing ee keeper when bought off GOG
where do I tell it to look for the save files?
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[Mod ENG BG1:EE / SoA-ToB] Saradas Revisioned Shapeshifter V 1.1
Hello dear friends.
I've just finished testing my latest mod.
WHAT'S THIS MOD?
This mod is a slight rebalancing of the shapeshifter's skills. I've always thought this wonderful kit didn't express its full potential, due to some bugs and
a limited design.
What bugged me the most was the lack of progression. First of all, the Shapeshifter's level was almost pointless to determining the strength of the Werewolf forms...
And some features were never implemented (immunity to normal weapons, regeneration....)
So, beside adding some new features, I slightly improved the two forms in order to keep them useful and competitive in the late parts of SoA and ToB without resulting overpowered.
This mod improves the synergy between class level and shapeshifting power. When the druid reaches a certain level, his werewolf form becomes stronger.
I tested it but I will continue to modify the contents if bugs or balance issues are found.
DOWNLOAD LINK: --> http://www.mediafire.com/download/z30wb0pbdsz5863/Saradas Revisioned Shapeshifter v1_1.zip
Edit: now compatible with BG1:EE as well
I've just finished testing my latest mod.
WHAT'S THIS MOD?
This mod is a slight rebalancing of the shapeshifter's skills. I've always thought this wonderful kit didn't express its full potential, due to some bugs and
a limited design.
What bugged me the most was the lack of progression. First of all, the Shapeshifter's level was almost pointless to determining the strength of the Werewolf forms...
And some features were never implemented (immunity to normal weapons, regeneration....)
So, beside adding some new features, I slightly improved the two forms in order to keep them useful and competitive in the late parts of SoA and ToB without resulting overpowered.
This mod improves the synergy between class level and shapeshifting power. When the druid reaches a certain level, his werewolf form becomes stronger.
I tested it but I will continue to modify the contents if bugs or balance issues are found.
DOWNLOAD LINK: --> http://www.mediafire.com/download/z30wb0pbdsz5863/Saradas Revisioned Shapeshifter v1_1.zip
Edit: now compatible with BG1:EE as well
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[Kit Pack] Deities of Faerûn [Cleric Kitpack for IWD, BG(2)EE and EET]
Hi ![:) :)]()
I would like to announce the new kitpack nobody wants: Deities of Faerûn!
This kitpack is made of some components:
Those deities also receive multiclass kits! Check the next post to know more details.
All the kits were designed to be as close to PnP as possible, being changed only what could not be done within the Infinity Engine boundaries or would impact gameplay balance too much.
Every kit receives its deity personalized Holy Symbol which grants while equipped: Bless, a +1 bonus do Turn/Command Undead, a +1 bonus to spellcasting time and one extra level spell for every circle.
The Holy Symbol is automatically granted once the cleric reaches level 25.
On top of that, some kits receive new and exclusive spells as below:
1) SUNE
Rapture
(Enchantment/Charm)
Sphere: Thought
Range: 15-ft/level
Duration: 2 turns
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Special
This spell has two effects: when cast upon an ally it will put it on a state of bliss, raising its morale and banishing all effects of disease, fear, sleep, and charm. When cast upon an enemy the target must make a Saving Throw vs. Paralyzation or become stunned during the effect of the spell.
---
Emotion
(Enchantment/Charm)
Sphere: Benediction/Dread
Range: Visual range of the caster
Duration: See below
Casting Time: 4
Area of Effect: 7-ft. radius
Saving Throw: See below
The Heartwarder can inspire one of the following emotions of target:
HOPE: This spell creates the emotion of hope within the area of effect. All creatures affected by the spell gain, during 1 hour, a morale boost and +2 on their Saving Throws, attack rolls, and damage rolls. This spell nullifies all hopelessness effects within the area of effect at the time of casting.
COURAGE: This spell creates the emotion of courage within the area of effect. All creatures affected by the spell gain, during 1 hour, +1 to hit, +3 to their damage rolls, and +5 temporary Hit Points (which can put them above their maximum Hit Points). This spell nullifies all fear effects within the area of effect at the time of casting.
FEAR: This spell creates the emotion of fear within the area of effect. All enemies who fail to save vs. Spell flee for 5 rounds. This spell nullifies Emotion, Courage within the area of effect at the time of casting.
HOPELESSNESS: This spell creates the emotion of hopelessness within the area of effect. All enemies who fail to save vs. Spell just stand and do nothing for 1 turn. This spell nullifies Emotion, Hope within the area of effect at the time of casting.
======================================================================
2) CYRIC
Dark Aura
(Alteration, Invocation/Evocation)
Sphere: Dread
Range: 0
Duration: 3 turns
Casting Time: 7
Area of Effect: A sphere of 15-ft radius
Saving Throw: None
This spell creates a spherical miasma of gloom and menace centered on the caster. When this spell is cast, all evil-aligned beings attack at a +1 bonus to their attack and damage rolls, all good-aligned creatures strike at a -1 penalty to their attack and damage rolls, and the caster is personally empowered to strike at a +3 bonus to PRO_HISHER attack and damage rolls. Neutral-aligned beings (with respect to good and evil) are unaffected by this spell. Once cast, the spell moves with the caster and does not need to be concentrated on to be maintained.
---
Instill Madness
(Enchantment/Charm)
Sphere: Thought
Range: Touch
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.
Instill Madness causes the subject to become completely insane unless a Saving Throw vs. Spell is made with a -2 penalty. Upon a failed Saving Throw, the subject remains in this state until a successful Dispel Magic is cast upon it.
======================================================================
3) SHAR
Darkness
(Alteration)
Sphere: Shadow
Range: 20 ft.
Duration: 1 turn
Casting Time: 2
Area of Effect: 15-ft. radius
Saving Throw: None
This spell causes total, impenetrable darkness in the area of effect. Infravision is useless. Neither normal nor magical light works. Every creature, foe or friend, will be blinded during the effect of this spell unless it leaves the affected area.
---
Nightmare
(Invocation, Illusion/Phantasm)
Sphere: Thought
Range: 40 ft.
Duration: 2 turns
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.
This spell enables the Nightcloak to put PRO_HISHER victim in a deep slumber and send a hideous and unsettling vision to the recipient, causing 1d10 points of magic damage. A Saving Throw vs. Spells is allowed to avoid all the effects.
---
Eyebite
(Enchantment/Charm, Illusion/Phantasm)
Sphere: Thought
Range: 60 ft.
Duration: 1 round/3 levels
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg.
An eyebite spell enables the caster to merely meet the gaze of a creature and speak a single word to cause an effect. The Nightcloak selects one of four possible gaze attacks at the time the spell is cast. Every effect can be resisted with a Saving Throw vs. Spells with a -4 penalty. The four effects of the spell are as follows:
CHARM: The Nightcloak can charm a single person or monster. The effect is to make the charmed subject absolutely loyal and docile to the caster, even to the point of personal danger. It is otherwise the same as a Domination spell.
FEAR: The Nightcloak can cause fear. The subject flees in blind terror for the duration of the spell.
SICKEN: This power enables the caster to cause sudden pain and fever to sweep over the subject's body. The target will suffer a -4 penalty to Strength, Dexterity, Constitution, Armor Class, Thac0, damage and a 50% penalty to its Movement Rate.
SLEEP: The Nightcloak can cause an individual to fall into a comatose slumber.
======================================================================
4) BAERVAN
Changestaff
(Alteration)
Sphere: Plant
Range: Touch
Duration: 5 turns
Casting Time: 4
Area of Effect: Special
Saving Throw: None
By means of this spell, the caster is able to change a specially prepared staff into a treant-like creature of the largest size, about 24 feet tall. When the priest plants the end of the staff in the ground and speaks a special command and invocation, the staff turns into a treant-like creature with 12 Hit Dice, 80 hit points, and Armor Class 0. It attacks twice per round, inflicting 4d6 points of damage with every successful attack. The staff-treant defends the caster and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. The transformation lasts either for as many turns as the caster has experience levels or until the staff is destroyed, whichever occurs first. If the staff-treant is reduced to 0 hit points or less, it crumbles to a sawdust-like powder and the staff is destroyed.
======================================================================
5) HELM
Mace of Odo
(Evocation)
Sphere: War
Range: 0
Duration: Special
Casting Time: 10
Area of Effect: One magical mace-like construct
Saving Throw: None
This spell enables a Watcher to create a magical mace in PRO_HISHER hand. The Mace of Odo is wielded immediately when casting is complete and protects the Watcher against all level 1 and level 2 spells.
A Mace of Odo strikes as a +5 weapon and does 3d6+5 points of damage. Creatures of 2 HD or less must make a successful Saving Throw vs. Paralyzation when struck by the mace or be paralyzed for 3 turns.
The mace vanishes after one strike or after 3 rounds.
---
Wyvern Watch
(Abjuration, Evocation)
Sphere: Protection
Range: 30 ft.
Duration: Special
Casting Time: 5
Area of Effect: 30-ft. radius
Saving Throw: Neg.
This spell is known as wyvern watch because of the insubstantial haze brought forth by its casting, which vaguely resembles a wyvern. It is typically used to guard some area against intrusion. Any creature that approaches the guarded area may be affected by the "wyvern" and must roll a successful Saving Throw vs. Spells or stand paralyzed for one round per level of the caster, until freed by the Watcher, by a dispel magic spell, or by a remove paralysis spell. A successful saving throw indicates that the subject creature was missed by the attack of the wyvern-form, and the intruder was not affected.
---
Seeking Sword
(Evocation)
Sphere: War
Range: 30 ft.
Duration: 2 turns
Casting Time: 7
Area of Effect: One magical sword-like construct
Saving Throw: None
This spell brings into being a shimmering blade of force that appears as a sword of any description the caster desires, typically a broadsword. The sword forms in midair and is animated by the will of the caster (who need never touch it), flashing about as it attacks. The blade can strike four times per round, doing 2d4 points of damage with each successful hit, but cannot act beyond the caster's line of sight.
Although it has no attack or damage bonuses, a seeking sword is considered a +4 magical weapon for determining what sorts of beings it can strike. It has 15 Thac0, 30 Hit Points, 5 AC and can only be harmed by fire, magic, acid or crushing damage. Another spell casting is impossible while maintaining the spell, though the caster may move at half his or her normal movement rate per round while doing so.
======================================================================
6) LATHANDER
Boon of Lathander
(Conjuration/Summoning)
Sphere: Benediction
Range: 0
Duration: 6 rounds
Casting Time: 7
Area of Effect: The caster
Saving Throw: None
During this spell's effect, the spell recipient receives bonuses of + 1 on attack rolls and +1 on all saving throws and is allowed one extra attack per round. The spell recipient glows with a rose-red radiance during this time of augmented ability. This radiance is similar to faerie fire in appearance, but it does not carry with it the benefits that opponents would gain when attacking a creature outlined in faerie fire.
---
Faerie Fire
(Alteration)
Sphere: Fire
Range: 80 ft.
Duration: 2 turns
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None
This spell enables the caster to outline one or more objects or creatures with a pale glowing light. Outlined creatures are easier to strike; thus, opponents gain a +2 bonus to attack rolls. Note that outlining can render otherwise invisible creatures visible.
---
Sunrise
(Evocation, Alteration)
Sphere: Light
Range: Touch
Duration: Instant
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Special
With this spell, the caster evokes a dazzling sphere of light equal to natural sunlight around himself. Any undead touched by the Dawnbringer will suffer 4d6 points of damage, be blinded and, for vampires and shadows only, destroyed. A Saving Throw vs. Spells is allowed to halve the damage and deny the other effects.
======================================================================
7) OGHMA
Legend Lore
(Divination)
Sphere: Knowledge
Range: 0
Duration: Special
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
With this spell, the Lorekeeper can extend PRO_HISHER knowledge immensely. The caster gains 100 points of Lore for five rounds, is capable of using any item for two rounds and learns how to unequip cursed items, cure diseases and neutralize poisons.
======================================================================
8) ILMATER
Martyrdom of Ilmater
(Abjuration, Alteration)
Sphere: Vigor
Range: 0
Duration: 3 rounds
Casting Time: 3
Area of Effect: The caster
Saving Throw: None
By means of this spell, the Painbearer call a beneficial servant of Ilmater to possess PRO_HIMHER. During this possession, the priest can resist any sort of physical attacks, but can't move, cast spells or fight back.
---
Endurance of Ilmater
(Abjuration, Alteration, Necromancy)
Sphere: Vigor
Range: Touch
Duration: 6 rounds
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: None
This spell doubles the hit points of the spell recipient for the spell duration. Any damage suffered is taken first from these phantom hit points until they are all exhausted; damage is only then taken from the real hit points of the affected being. The spell also protects the vitality of the spell recipient so that all checks of any sort against contracting diseases automatically succeed, and all other Saving Throws receive a +2 bonus.
=====================================================================
9) MASK
Shadowcloak
(Alteration)
Sphere: Shadow
Range: 0
Duration: 1 turn
Casting Time: 6
Area of Effect: The caster
Saving Throw: None
This spell creates a semisolid fog of amorphous shape that engulfs the caster and moves with PRO_HIMHER for the duration of the spell.
A shadowcloak both confuses attackers with its swirling, smoky chaos, and slows strikes so that all attacks against the shadowcloak-user occur at a -3 attack penalty and a damage penalty of-1 point per die. The shadowcloak also muffles all sounds made by the cloaked being (regardless of that being's desires), so that even shouted speech seems faint and distant, and all sounds short of breakage or metallic ringing or clinking are very likely to be completely blanked out.
The shadowcloak grants to the Silentwalker a 100% bonus to Move Silently, a 50% bonus to Hide in Shadows and puts the caster under the effect of Silence.
=====================================================================
10) AURIL
Frost Dagger
(Evocation)
Level: 1
Sphere: Water
Range: 30
Duration: Instant
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Special
This spell creates a dagger that flies to a target determined by the caster. This weapon hits for 1d4+5 points of cold damage and the target must make a Saving Throw vs. Death or be frozen for 1 round.
---
Frost Whip
(Evocation)
Level: 2
Sphere: Water
Range: 5
Duration: Instant
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Special
This spell creates a whip made of pure ice that is used immediately against a target designed by the caster for 4d4 points of cold damage. The whip makes the area around the target slippery - a Saving Throw vs. Wands must be made, otherwise the target will slip three feet away from the caster.
---
Frost Sword
(Alteration, Evocation)
Level: 4
Sphere: Water
Range: 0
Duration: 1 turn
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
This spell creates a swirling sword-shaped formation of jagged, fast-swirling ice shards extending from the caster's hand. Weightless and nonmetallic, it is considered a +2 enchanted weapon for purposes of determining what it can hit and strikes at THACO 6, regardless of the caster's normal combat abilities. Its touch lacerates for 3d4 points of damage and chills for an additional 1d6 points of cold damage.
---
Conjure Ice Elemental
(Conjuration/Summoning)
Level: 6
Sphere: Water
Range: Visual range of the caster
Duration: 10 turns
Casting Time: 9
Area of Effect: Special
Saving Throw: None
Upon casting a Conjure Ice Elemental spell, the Icevassal opens a special gate to the Paraelemental Plane of Ice, and an ice elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears; a 35% chance that a 16-Hit-Dice elemental appears; and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. Unlike Mages, priests do not have to engage in a battle of the minds to control their elemental.
=====================================================================
11) UMBERLEE
Dehydrate
(Alteration)
Level: 4
Sphere: Water
Range: 40
Duration: Instant
Casting Time: 4
Area of Effect: One creature
Saving Throw: Neg.
This spell evaporates moisture from the bodies of the target creature, inflicting 1d8 points of magic damage per level of the caster (maximum 10d8) on a failed Saving Throw vs. Death.
---
Drown
(Alteration)
Level: 4
Sphere: Water
Range: 30
Duration: 1 turn
Casting Time: 6
Area of Effect: One creature
Saving Throw: Special
This spell fill the lungs of the target creature with water. Creatures that do not breathe are unaffected. Drowning creatures suffer -4 to Armor Class, -4 to hit, -6 to Dexterity, one less attack per round, and half movement rate during the effect of the spell. On top of that, the target takes 4d8 of crushing damage. A successful Saving Throw vs. Spells negates all effects except for the damage.
=====================================================================
12) SELÛNE
Moonbeam
(Invocation)
Level: 2
Sphere: Light
Range: 60
Duration: 5 rounds
Casting Time: 2
Area of Effect: One creature
Saving Throw: Neg.
This spell can only be used outdoors. The Silverstar calls a beam of light from the sky and directs it to a target blinding it and turning it incapable of becoming invisible for the duration of the spell. A successful Saving Throw vs. Breath avoids all the effects.
---
Shooting Star
(Invocation)
Level: 7
Sphere: Light
Range: 100
Duration: Instant
Casting Time: 7
Area of Effect: 15-ft. radius
Saving Throw: None
A priest casting shooting stars creates a violent turbulence in the air above the area of effect, from which a number of magically-charged miniature starts to erupt and shower onto the ground. Within the area of effect, all creatures suffer 6d10 points of magical damage and 48 points of crushing damage. A successful Saving Throw vs. Spells at a -4 penalty indicates half damage.
=====================================================================
13) TALONA
Poison Touch
(Necromancy)
Level: 2
Sphere: Affliction
Range: 0
Duration: Special
Casting Time: 5
Area of Effect: One creature
Saving Throw: Special
This spell creates a deadly poison in the caster's hand or another chosen limb. Touching a creature will deliver this poison immediately and enforce a Saving Throw vs. Poison.
If the saving throw succeeds, the victim takes 1 point of damage and the corrosive magic eats a hole in any armor or garment worn and causes a disfiguring eruption of the skin beneath the touched area, reducing the target's Charisma by 2. If the saving throw fails, the victim suffers 6 points of damage and is slowed instantly for three rounds and in the next round the second stage of the poison applies.
On this second round, the victim must make another Saving Throw. If it succeeds, the victim suffers 1 point of damage, is corroded as discussed above, and the spell ends. If this second Saving Throw fails, the victim suffers 3d6 points of additional damage, loses another 2 points of Charisma, and the third (and final) stage of the poison begins.
On this third round, the victim must make another Saving Throw. If it succeeds, the victim suffers 1d10 points of poison damage. If it fails, the victim will fall into a coma that will last for 1 turn.
=====================================================================
14) LOVIATAR
Touch of Loviatar
(Alteration)
Level: 1
Sphere: Affliction
Range: Touch
Duration: 5 rounds
Casting Time: 1
Area of Effect: One creature
Saving Throw: Neg.
This spell is the reason why a Pain of Loviatar has this title. The touched creature must make a Saving Throw vs. Spell or be afflicted by a pain that gives a -4 penalty to its attack rolls and a -2 penalty to its AC.
---
Whip of Flame
(Invocation/Evocation)
Level: 2
Sphere: Affliction
Range: 12
Duration: Special
Casting Time: 5
Area of Effect: One creature
Saving Throw: Special
The Pain creates a whip made of fire that is directed against a creature. The whip damages the target with fire by 1d8 and imposes a Saving Throw vs. Breath Weapons. A failure means that the target is burning and will keep receiving 3 points of fire damage per round until succeeds on the saving throw.
---
Whip of Pain
(Necromancy)
Level: 3
Sphere: Affliction
Range: 10
Duration: Special
Casting Time: 6
Area of Effect: One creature
Saving Throw: Special
A whip is created by the Pain and immediately used against a creature and imposes a Saving Throw vs. Spells. If succeeds, the target only gets 2d4 points of slashing damage. If it fails, the target suffers a huge pain that gives a -2 penalty to its attack rolls, a -1 penalty to its AC and makes impossible to concentrate enough to cast spells.
---
Touch of Torment
(Necromancy)
Level: 4
Sphere: Affliction
Range: 0
Duration: Special
Casting Time: 7
Area of Effect: One creature
Saving Throw: Special
By touching a creature, the Pain attacks its nervous system, delivering an overwhelming pain, causing 4d6 points of magic damage and completely incapacitating the target.
At the end of the first round, the victim makes a Saving Throw vs. Spells. If it succeeds, the spell ends. If it fails, 2d6 points of magic damage are delivered and the victim is incapacitated for another round.
At the end of the second round, the victim makes another Saving Throw vs. Spells. If it succeeds, the spell ends. If it fails, 1d6 points of magic damage are delivered and the victim is incapacitated for a third round when the spell expires.
---
Ensnarement
(Necromancy)
Level: 6
Sphere: Perdition
Range: 35
Duration: 10 turns
Casting Time: 9
Area of Effect: Special
Saving Throw: None
This spell summons an Erinyes to serve the Pain. The priest must be successful in a mental battle in order to control the devil.
The Erinyes has 48 HP, 15 Thac0, AC 0, can only be damaged with weapons +2 or better, strikes twice per round and each hit drains one level of the target.
=====================================================================
15) BANE
Mystic Lash
(Invocation/Evocation)
Level: 5
Sphere: War
Range: 10
Duration: Special
Casting Time: 8
Area of Effect: One creature
Saving Throw: Special
Casting this spell creates a long whip of ghostly, glowing red force that emanates from the priest's hand. A mystic lash does 2d8 points of electrical damage. Targets who are hit by the lash are entitled to a Saving Throw vs. Spells to take half damage. The strike of the lash also has a magical effect randomly chosen from the list below:
1: Target is stunned for 2 rounds
2: Target is paralyzed for 1 round and will stay paralyzed until a successful Saving Throw vs. Spells is made
3: Target takes an extra 2d4 points of slashing damage
4: Target is hurled 25 yards away from the Dreadruler and suffer an extra 2d6 points of bludgeoning damage.
=====================================================================
16) BHAAL
Bone Dagger
(Invocation/Evocation)
Level: 1
Sphere: Affliction
Range: 0
Duration: 3 rounds
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This spell creates a dagger on the Deathstalker's hand that can't be dropped or unequipped for the duration of the spell. The dagger strikes as a +2 weapon, but does not offers a bonus for hit or damage and can be used despite the cleric's proficiency. Every time the dagger strikes, there's a chance of 1% for every two 2 levels of the caster of automatically slaying the target creature.
---
Plane Skipping
(Alteration)
Level: 6
Sphere: Perdition
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
The Deathstalker enters the Plane of Gehenna while those around PRO_HIMHER appear to be frozen in time. While in the other plane, the PRO_HESHE can move freely for 30 seconds, but can't attack, cast spells, use items or turn undead while this spell lasts. The Deathstalker must be cautious, as there's a 5% chance of a Pit Fiend follow PRO_HIMHER during the Plane Skipping.
Be aware that some kits were altered to fit their PnP counterpart (as Tyr) and some abilities were completely altered (like Seeking Sword)!
Did you notice the spheres listed? It's because this mod is completely integrated with Faith's and Pantheons sphere system (by @subtledoctor and @Grammarsalad )! But be aware that this mod must be installed before FnP and the sphere system. I don't know yet how it would behave with FnP's non-cleric components (like Paladin, Druid, and Ranger kits) but it will probably be ok.
For full compatibility, you'll need at least version 0.74.28 of FnP.
Before blowing your mind even more let me tell you guys about the things I know that are wrong but I can do nothing about:
The Fear Gaze from Shar's Eyebite can sometimes turn the target berserker. It is a problem with the Opcode, not something I did wrong.
Speaking of problems, Anomen will be able to get proficiency as an unkitted Fighter (5 slots in any weapon) but he will still be bounded to Helm's equipment restriction, so be wise about what you'll do when leveling he up.
Wait? Anomen? YES! Next component!
It's true: some powers were lost (Branwen no longer has Spiritual Hammer, Yeslick no longer has Dispel Magic and Quayle no longer has Invisibility) but only because those were powers that were there to simulate the kits abilities - what now those NPCs actually have!
PS: Tiax can still summon his undead because that was not a kit-related thing, it is a character-related spell.
Well, I think is over... BUT NO, IT IS NOT!
Thanks to @CamDawg 's guide and a huge help from @kjeron we have now some...
This component would not be possible without @kjeron backing me up. Actually, he built this, all I did was testing (a lot). Thanks, mate!
For now, it is over! In the next post I'll get into details about the kits and NPCs altering. Or you can check them yourself by downloading from here !
Before we go to the next post, let me say thanks to some people here:
@kjeron , dude, you deserve a statue. You're the most helpful person I ever met.
@Gwendolyne I would never have started modding if it wasn't for your kindness and patience.
@subtledoctor and @Grammarsalad for encouraging me with this work and letting me use their sphere system.
@CamDawg and @argent77 for the helpful codes and tools.
@Aquadrizzt for the multiclass-kit tool that made the NPC kits possible.
@Arctodus for the brainstorming.
@Necromanx2 for all the patience and bug reports that made this mod better.
In the meantime: do you have an NPC mod of a Cleric and want to crossmod? Get in touch! I'm a lovely person when I'm not drunk!
---
Here is what I intend to release, chronologically (if possible):
Selûne -> Umberlee/Auril/Malar -> Loviatar/Talona -> Bane/Myrkul/Bhaal (IWD only) -> Morndinsamman -> Lords of the Golden Hills -> Yondalla's Children -> Seldarine -> Dark Seldarine -> Elemental Lords -> Orc Pantheon -> Gond/Deneir/Milil -> Tymora/Beshaba.

I would like to announce the new kitpack nobody wants: Deities of Faerûn!
This kitpack is made of some components:
Current Version: 1.6.7
Link to Download (Github)Kits
The kits per se. At the moment there are 24 kits: Auril, Baervan, Bane, Baravar, Bhaal, Clangeddin, Cyric, Helm (revised), Ilmater, Lathander (revised), Loviatar, Malar, Mask, Mystra, Oghma, Selûne, Shar, Sune, Talona, Talos (revised), Tempus (revised), Torm, Tyr (revised), and Umberlee!Those deities also receive multiclass kits! Check the next post to know more details.
All the kits were designed to be as close to PnP as possible, being changed only what could not be done within the Infinity Engine boundaries or would impact gameplay balance too much.
Every kit receives its deity personalized Holy Symbol which grants while equipped: Bless, a +1 bonus do Turn/Command Undead, a +1 bonus to spellcasting time and one extra level spell for every circle.
The Holy Symbol is automatically granted once the cleric reaches level 25.
On top of that, some kits receive new and exclusive spells as below:
1) SUNE
Rapture
(Enchantment/Charm)
Sphere: Thought
Range: 15-ft/level
Duration: 2 turns
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Special
This spell has two effects: when cast upon an ally it will put it on a state of bliss, raising its morale and banishing all effects of disease, fear, sleep, and charm. When cast upon an enemy the target must make a Saving Throw vs. Paralyzation or become stunned during the effect of the spell.
---
Emotion
(Enchantment/Charm)
Sphere: Benediction/Dread
Range: Visual range of the caster
Duration: See below
Casting Time: 4
Area of Effect: 7-ft. radius
Saving Throw: See below
The Heartwarder can inspire one of the following emotions of target:
HOPE: This spell creates the emotion of hope within the area of effect. All creatures affected by the spell gain, during 1 hour, a morale boost and +2 on their Saving Throws, attack rolls, and damage rolls. This spell nullifies all hopelessness effects within the area of effect at the time of casting.
COURAGE: This spell creates the emotion of courage within the area of effect. All creatures affected by the spell gain, during 1 hour, +1 to hit, +3 to their damage rolls, and +5 temporary Hit Points (which can put them above their maximum Hit Points). This spell nullifies all fear effects within the area of effect at the time of casting.
FEAR: This spell creates the emotion of fear within the area of effect. All enemies who fail to save vs. Spell flee for 5 rounds. This spell nullifies Emotion, Courage within the area of effect at the time of casting.
HOPELESSNESS: This spell creates the emotion of hopelessness within the area of effect. All enemies who fail to save vs. Spell just stand and do nothing for 1 turn. This spell nullifies Emotion, Hope within the area of effect at the time of casting.
======================================================================
2) CYRIC
Dark Aura
(Alteration, Invocation/Evocation)
Sphere: Dread
Range: 0
Duration: 3 turns
Casting Time: 7
Area of Effect: A sphere of 15-ft radius
Saving Throw: None
This spell creates a spherical miasma of gloom and menace centered on the caster. When this spell is cast, all evil-aligned beings attack at a +1 bonus to their attack and damage rolls, all good-aligned creatures strike at a -1 penalty to their attack and damage rolls, and the caster is personally empowered to strike at a +3 bonus to PRO_HISHER attack and damage rolls. Neutral-aligned beings (with respect to good and evil) are unaffected by this spell. Once cast, the spell moves with the caster and does not need to be concentrated on to be maintained.
---
Instill Madness
(Enchantment/Charm)
Sphere: Thought
Range: Touch
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Neg.
Instill Madness causes the subject to become completely insane unless a Saving Throw vs. Spell is made with a -2 penalty. Upon a failed Saving Throw, the subject remains in this state until a successful Dispel Magic is cast upon it.
======================================================================
3) SHAR
Darkness
(Alteration)
Sphere: Shadow
Range: 20 ft.
Duration: 1 turn
Casting Time: 2
Area of Effect: 15-ft. radius
Saving Throw: None
This spell causes total, impenetrable darkness in the area of effect. Infravision is useless. Neither normal nor magical light works. Every creature, foe or friend, will be blinded during the effect of this spell unless it leaves the affected area.
---
Nightmare
(Invocation, Illusion/Phantasm)
Sphere: Thought
Range: 40 ft.
Duration: 2 turns
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.
This spell enables the Nightcloak to put PRO_HISHER victim in a deep slumber and send a hideous and unsettling vision to the recipient, causing 1d10 points of magic damage. A Saving Throw vs. Spells is allowed to avoid all the effects.
---
Eyebite
(Enchantment/Charm, Illusion/Phantasm)
Sphere: Thought
Range: 60 ft.
Duration: 1 round/3 levels
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Neg.
An eyebite spell enables the caster to merely meet the gaze of a creature and speak a single word to cause an effect. The Nightcloak selects one of four possible gaze attacks at the time the spell is cast. Every effect can be resisted with a Saving Throw vs. Spells with a -4 penalty. The four effects of the spell are as follows:
CHARM: The Nightcloak can charm a single person or monster. The effect is to make the charmed subject absolutely loyal and docile to the caster, even to the point of personal danger. It is otherwise the same as a Domination spell.
FEAR: The Nightcloak can cause fear. The subject flees in blind terror for the duration of the spell.
SICKEN: This power enables the caster to cause sudden pain and fever to sweep over the subject's body. The target will suffer a -4 penalty to Strength, Dexterity, Constitution, Armor Class, Thac0, damage and a 50% penalty to its Movement Rate.
SLEEP: The Nightcloak can cause an individual to fall into a comatose slumber.
======================================================================
4) BAERVAN
Changestaff
(Alteration)
Sphere: Plant
Range: Touch
Duration: 5 turns
Casting Time: 4
Area of Effect: Special
Saving Throw: None
By means of this spell, the caster is able to change a specially prepared staff into a treant-like creature of the largest size, about 24 feet tall. When the priest plants the end of the staff in the ground and speaks a special command and invocation, the staff turns into a treant-like creature with 12 Hit Dice, 80 hit points, and Armor Class 0. It attacks twice per round, inflicting 4d6 points of damage with every successful attack. The staff-treant defends the caster and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. The transformation lasts either for as many turns as the caster has experience levels or until the staff is destroyed, whichever occurs first. If the staff-treant is reduced to 0 hit points or less, it crumbles to a sawdust-like powder and the staff is destroyed.
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5) HELM
Mace of Odo
(Evocation)
Sphere: War
Range: 0
Duration: Special
Casting Time: 10
Area of Effect: One magical mace-like construct
Saving Throw: None
This spell enables a Watcher to create a magical mace in PRO_HISHER hand. The Mace of Odo is wielded immediately when casting is complete and protects the Watcher against all level 1 and level 2 spells.
A Mace of Odo strikes as a +5 weapon and does 3d6+5 points of damage. Creatures of 2 HD or less must make a successful Saving Throw vs. Paralyzation when struck by the mace or be paralyzed for 3 turns.
The mace vanishes after one strike or after 3 rounds.
---
Wyvern Watch
(Abjuration, Evocation)
Sphere: Protection
Range: 30 ft.
Duration: Special
Casting Time: 5
Area of Effect: 30-ft. radius
Saving Throw: Neg.
This spell is known as wyvern watch because of the insubstantial haze brought forth by its casting, which vaguely resembles a wyvern. It is typically used to guard some area against intrusion. Any creature that approaches the guarded area may be affected by the "wyvern" and must roll a successful Saving Throw vs. Spells or stand paralyzed for one round per level of the caster, until freed by the Watcher, by a dispel magic spell, or by a remove paralysis spell. A successful saving throw indicates that the subject creature was missed by the attack of the wyvern-form, and the intruder was not affected.
---
Seeking Sword
(Evocation)
Sphere: War
Range: 30 ft.
Duration: 2 turns
Casting Time: 7
Area of Effect: One magical sword-like construct
Saving Throw: None
This spell brings into being a shimmering blade of force that appears as a sword of any description the caster desires, typically a broadsword. The sword forms in midair and is animated by the will of the caster (who need never touch it), flashing about as it attacks. The blade can strike four times per round, doing 2d4 points of damage with each successful hit, but cannot act beyond the caster's line of sight.
Although it has no attack or damage bonuses, a seeking sword is considered a +4 magical weapon for determining what sorts of beings it can strike. It has 15 Thac0, 30 Hit Points, 5 AC and can only be harmed by fire, magic, acid or crushing damage. Another spell casting is impossible while maintaining the spell, though the caster may move at half his or her normal movement rate per round while doing so.
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6) LATHANDER
Boon of Lathander
(Conjuration/Summoning)
Sphere: Benediction
Range: 0
Duration: 6 rounds
Casting Time: 7
Area of Effect: The caster
Saving Throw: None
During this spell's effect, the spell recipient receives bonuses of + 1 on attack rolls and +1 on all saving throws and is allowed one extra attack per round. The spell recipient glows with a rose-red radiance during this time of augmented ability. This radiance is similar to faerie fire in appearance, but it does not carry with it the benefits that opponents would gain when attacking a creature outlined in faerie fire.
---
Faerie Fire
(Alteration)
Sphere: Fire
Range: 80 ft.
Duration: 2 turns
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None
This spell enables the caster to outline one or more objects or creatures with a pale glowing light. Outlined creatures are easier to strike; thus, opponents gain a +2 bonus to attack rolls. Note that outlining can render otherwise invisible creatures visible.
---
Sunrise
(Evocation, Alteration)
Sphere: Light
Range: Touch
Duration: Instant
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: Special
With this spell, the caster evokes a dazzling sphere of light equal to natural sunlight around himself. Any undead touched by the Dawnbringer will suffer 4d6 points of damage, be blinded and, for vampires and shadows only, destroyed. A Saving Throw vs. Spells is allowed to halve the damage and deny the other effects.
======================================================================
7) OGHMA
Legend Lore
(Divination)
Sphere: Knowledge
Range: 0
Duration: Special
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
With this spell, the Lorekeeper can extend PRO_HISHER knowledge immensely. The caster gains 100 points of Lore for five rounds, is capable of using any item for two rounds and learns how to unequip cursed items, cure diseases and neutralize poisons.
======================================================================
8) ILMATER
Martyrdom of Ilmater
(Abjuration, Alteration)
Sphere: Vigor
Range: 0
Duration: 3 rounds
Casting Time: 3
Area of Effect: The caster
Saving Throw: None
By means of this spell, the Painbearer call a beneficial servant of Ilmater to possess PRO_HIMHER. During this possession, the priest can resist any sort of physical attacks, but can't move, cast spells or fight back.
---
Endurance of Ilmater
(Abjuration, Alteration, Necromancy)
Sphere: Vigor
Range: Touch
Duration: 6 rounds
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: None
This spell doubles the hit points of the spell recipient for the spell duration. Any damage suffered is taken first from these phantom hit points until they are all exhausted; damage is only then taken from the real hit points of the affected being. The spell also protects the vitality of the spell recipient so that all checks of any sort against contracting diseases automatically succeed, and all other Saving Throws receive a +2 bonus.
=====================================================================
9) MASK
Shadowcloak
(Alteration)
Sphere: Shadow
Range: 0
Duration: 1 turn
Casting Time: 6
Area of Effect: The caster
Saving Throw: None
This spell creates a semisolid fog of amorphous shape that engulfs the caster and moves with PRO_HIMHER for the duration of the spell.
A shadowcloak both confuses attackers with its swirling, smoky chaos, and slows strikes so that all attacks against the shadowcloak-user occur at a -3 attack penalty and a damage penalty of-1 point per die. The shadowcloak also muffles all sounds made by the cloaked being (regardless of that being's desires), so that even shouted speech seems faint and distant, and all sounds short of breakage or metallic ringing or clinking are very likely to be completely blanked out.
The shadowcloak grants to the Silentwalker a 100% bonus to Move Silently, a 50% bonus to Hide in Shadows and puts the caster under the effect of Silence.
=====================================================================
10) AURIL
Frost Dagger
(Evocation)
Level: 1
Sphere: Water
Range: 30
Duration: Instant
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Special
This spell creates a dagger that flies to a target determined by the caster. This weapon hits for 1d4+5 points of cold damage and the target must make a Saving Throw vs. Death or be frozen for 1 round.
---
Frost Whip
(Evocation)
Level: 2
Sphere: Water
Range: 5
Duration: Instant
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: Special
This spell creates a whip made of pure ice that is used immediately against a target designed by the caster for 4d4 points of cold damage. The whip makes the area around the target slippery - a Saving Throw vs. Wands must be made, otherwise the target will slip three feet away from the caster.
---
Frost Sword
(Alteration, Evocation)
Level: 4
Sphere: Water
Range: 0
Duration: 1 turn
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
This spell creates a swirling sword-shaped formation of jagged, fast-swirling ice shards extending from the caster's hand. Weightless and nonmetallic, it is considered a +2 enchanted weapon for purposes of determining what it can hit and strikes at THACO 6, regardless of the caster's normal combat abilities. Its touch lacerates for 3d4 points of damage and chills for an additional 1d6 points of cold damage.
---
Conjure Ice Elemental
(Conjuration/Summoning)
Level: 6
Sphere: Water
Range: Visual range of the caster
Duration: 10 turns
Casting Time: 9
Area of Effect: Special
Saving Throw: None
Upon casting a Conjure Ice Elemental spell, the Icevassal opens a special gate to the Paraelemental Plane of Ice, and an ice elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears; a 35% chance that a 16-Hit-Dice elemental appears; and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. Unlike Mages, priests do not have to engage in a battle of the minds to control their elemental.
=====================================================================
11) UMBERLEE
Dehydrate
(Alteration)
Level: 4
Sphere: Water
Range: 40
Duration: Instant
Casting Time: 4
Area of Effect: One creature
Saving Throw: Neg.
This spell evaporates moisture from the bodies of the target creature, inflicting 1d8 points of magic damage per level of the caster (maximum 10d8) on a failed Saving Throw vs. Death.
---
Drown
(Alteration)
Level: 4
Sphere: Water
Range: 30
Duration: 1 turn
Casting Time: 6
Area of Effect: One creature
Saving Throw: Special
This spell fill the lungs of the target creature with water. Creatures that do not breathe are unaffected. Drowning creatures suffer -4 to Armor Class, -4 to hit, -6 to Dexterity, one less attack per round, and half movement rate during the effect of the spell. On top of that, the target takes 4d8 of crushing damage. A successful Saving Throw vs. Spells negates all effects except for the damage.
=====================================================================
12) SELÛNE
Moonbeam
(Invocation)
Level: 2
Sphere: Light
Range: 60
Duration: 5 rounds
Casting Time: 2
Area of Effect: One creature
Saving Throw: Neg.
This spell can only be used outdoors. The Silverstar calls a beam of light from the sky and directs it to a target blinding it and turning it incapable of becoming invisible for the duration of the spell. A successful Saving Throw vs. Breath avoids all the effects.
---
Shooting Star
(Invocation)
Level: 7
Sphere: Light
Range: 100
Duration: Instant
Casting Time: 7
Area of Effect: 15-ft. radius
Saving Throw: None
A priest casting shooting stars creates a violent turbulence in the air above the area of effect, from which a number of magically-charged miniature starts to erupt and shower onto the ground. Within the area of effect, all creatures suffer 6d10 points of magical damage and 48 points of crushing damage. A successful Saving Throw vs. Spells at a -4 penalty indicates half damage.
=====================================================================
13) TALONA
Poison Touch
(Necromancy)
Level: 2
Sphere: Affliction
Range: 0
Duration: Special
Casting Time: 5
Area of Effect: One creature
Saving Throw: Special
This spell creates a deadly poison in the caster's hand or another chosen limb. Touching a creature will deliver this poison immediately and enforce a Saving Throw vs. Poison.
If the saving throw succeeds, the victim takes 1 point of damage and the corrosive magic eats a hole in any armor or garment worn and causes a disfiguring eruption of the skin beneath the touched area, reducing the target's Charisma by 2. If the saving throw fails, the victim suffers 6 points of damage and is slowed instantly for three rounds and in the next round the second stage of the poison applies.
On this second round, the victim must make another Saving Throw. If it succeeds, the victim suffers 1 point of damage, is corroded as discussed above, and the spell ends. If this second Saving Throw fails, the victim suffers 3d6 points of additional damage, loses another 2 points of Charisma, and the third (and final) stage of the poison begins.
On this third round, the victim must make another Saving Throw. If it succeeds, the victim suffers 1d10 points of poison damage. If it fails, the victim will fall into a coma that will last for 1 turn.
=====================================================================
14) LOVIATAR
Touch of Loviatar
(Alteration)
Level: 1
Sphere: Affliction
Range: Touch
Duration: 5 rounds
Casting Time: 1
Area of Effect: One creature
Saving Throw: Neg.
This spell is the reason why a Pain of Loviatar has this title. The touched creature must make a Saving Throw vs. Spell or be afflicted by a pain that gives a -4 penalty to its attack rolls and a -2 penalty to its AC.
---
Whip of Flame
(Invocation/Evocation)
Level: 2
Sphere: Affliction
Range: 12
Duration: Special
Casting Time: 5
Area of Effect: One creature
Saving Throw: Special
The Pain creates a whip made of fire that is directed against a creature. The whip damages the target with fire by 1d8 and imposes a Saving Throw vs. Breath Weapons. A failure means that the target is burning and will keep receiving 3 points of fire damage per round until succeeds on the saving throw.
---
Whip of Pain
(Necromancy)
Level: 3
Sphere: Affliction
Range: 10
Duration: Special
Casting Time: 6
Area of Effect: One creature
Saving Throw: Special
A whip is created by the Pain and immediately used against a creature and imposes a Saving Throw vs. Spells. If succeeds, the target only gets 2d4 points of slashing damage. If it fails, the target suffers a huge pain that gives a -2 penalty to its attack rolls, a -1 penalty to its AC and makes impossible to concentrate enough to cast spells.
---
Touch of Torment
(Necromancy)
Level: 4
Sphere: Affliction
Range: 0
Duration: Special
Casting Time: 7
Area of Effect: One creature
Saving Throw: Special
By touching a creature, the Pain attacks its nervous system, delivering an overwhelming pain, causing 4d6 points of magic damage and completely incapacitating the target.
At the end of the first round, the victim makes a Saving Throw vs. Spells. If it succeeds, the spell ends. If it fails, 2d6 points of magic damage are delivered and the victim is incapacitated for another round.
At the end of the second round, the victim makes another Saving Throw vs. Spells. If it succeeds, the spell ends. If it fails, 1d6 points of magic damage are delivered and the victim is incapacitated for a third round when the spell expires.
---
Ensnarement
(Necromancy)
Level: 6
Sphere: Perdition
Range: 35
Duration: 10 turns
Casting Time: 9
Area of Effect: Special
Saving Throw: None
This spell summons an Erinyes to serve the Pain. The priest must be successful in a mental battle in order to control the devil.
The Erinyes has 48 HP, 15 Thac0, AC 0, can only be damaged with weapons +2 or better, strikes twice per round and each hit drains one level of the target.
=====================================================================
15) BANE
Mystic Lash
(Invocation/Evocation)
Level: 5
Sphere: War
Range: 10
Duration: Special
Casting Time: 8
Area of Effect: One creature
Saving Throw: Special
Casting this spell creates a long whip of ghostly, glowing red force that emanates from the priest's hand. A mystic lash does 2d8 points of electrical damage. Targets who are hit by the lash are entitled to a Saving Throw vs. Spells to take half damage. The strike of the lash also has a magical effect randomly chosen from the list below:
1: Target is stunned for 2 rounds
2: Target is paralyzed for 1 round and will stay paralyzed until a successful Saving Throw vs. Spells is made
3: Target takes an extra 2d4 points of slashing damage
4: Target is hurled 25 yards away from the Dreadruler and suffer an extra 2d6 points of bludgeoning damage.
=====================================================================
16) BHAAL
Bone Dagger
(Invocation/Evocation)
Level: 1
Sphere: Affliction
Range: 0
Duration: 3 rounds
Casting Time: 1
Area of Effect: Special
Saving Throw: None
This spell creates a dagger on the Deathstalker's hand that can't be dropped or unequipped for the duration of the spell. The dagger strikes as a +2 weapon, but does not offers a bonus for hit or damage and can be used despite the cleric's proficiency. Every time the dagger strikes, there's a chance of 1% for every two 2 levels of the caster of automatically slaying the target creature.
---
Plane Skipping
(Alteration)
Level: 6
Sphere: Perdition
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
The Deathstalker enters the Plane of Gehenna while those around PRO_HIMHER appear to be frozen in time. While in the other plane, the PRO_HESHE can move freely for 30 seconds, but can't attack, cast spells, use items or turn undead while this spell lasts. The Deathstalker must be cautious, as there's a 5% chance of a Pit Fiend follow PRO_HIMHER during the Plane Skipping.
Be aware that some kits were altered to fit their PnP counterpart (as Tyr) and some abilities were completely altered (like Seeking Sword)!
Did you notice the spheres listed? It's because this mod is completely integrated with Faith's and Pantheons sphere system (by @subtledoctor and @Grammarsalad )! But be aware that this mod must be installed before FnP and the sphere system. I don't know yet how it would behave with FnP's non-cleric components (like Paladin, Druid, and Ranger kits) but it will probably be ok.
For full compatibility, you'll need at least version 0.74.28 of FnP.
Before blowing your mind even more let me tell you guys about the things I know that are wrong but I can do nothing about:
The Fear Gaze from Shar's Eyebite can sometimes turn the target berserker. It is a problem with the Opcode, not something I did wrong.
Speaking of problems, Anomen will be able to get proficiency as an unkitted Fighter (5 slots in any weapon) but he will still be bounded to Helm's equipment restriction, so be wise about what you'll do when leveling he up.
Wait? Anomen? YES! Next component!
Kits for NPCs
Every single NPC-priest from the game (except those added by mods, but this can be altered with a little dialogue with other modders) receives one of those kits. Some adjustments were made in terms of stats and alignment so they can fit the kit's requisites.It's true: some powers were lost (Branwen no longer has Spiritual Hammer, Yeslick no longer has Dispel Magic and Quayle no longer has Invisibility) but only because those were powers that were there to simulate the kits abilities - what now those NPCs actually have!
PS: Tiax can still summon his undead because that was not a kit-related thing, it is a character-related spell.
Well, I think is over... BUT NO, IT IS NOT!
Thanks to @CamDawg 's guide and a huge help from @kjeron we have now some...
Stronghold Alterings
Hold your breath, cause here comes the list!- Auril: Talos
- Baervan Wildwanderer: Druid, Ranger
- Bane: Talos, Fighter
- Baravar Cloakshadow: Thief
- Clangeddin: Helm, Fighter
- Cyric: Talos, Thief
- Helm: Helm
- Ilmater: Lathander
- Lathander: Lathander
- Loviatar: Talos
- Malar: Talos, Druid
- Mask: Talos, Thief
- Mystra: Wizard
- Oghma: Bard, Wizard
- Selûne: Lathander
- Shar: Talos
- Sune: Lathander, Bard
- Talona: Talos
- Talos: Talos
- Tempus: Fighter
- Torm: Helm, Paladin
- Tyr: Helm, Paladin
- Umberlee: Talos
- Baervan Wildwanderer: Druid, Ranger
- Bane: Talos, Fighter
- Baravar Cloakshadow: Thief
- Clangeddin: Helm, Fighter
- Cyric: Talos, Thief
- Helm: Helm
- Ilmater: Lathander
- Lathander: Lathander
- Loviatar: Talos
- Malar: Talos, Druid
- Mask: Talos, Thief
- Mystra: Wizard
- Oghma: Bard, Wizard
- Selûne: Lathander
- Shar: Talos
- Sune: Lathander, Bard
- Talona: Talos
- Talos: Talos
- Tempus: Fighter
- Torm: Helm, Paladin
- Tyr: Helm, Paladin
- Umberlee: Talos
This component would not be possible without @kjeron backing me up. Actually, he built this, all I did was testing (a lot). Thanks, mate!
For now, it is over! In the next post I'll get into details about the kits and NPCs altering. Or you can check them yourself by downloading from here !
Before we go to the next post, let me say thanks to some people here:
@kjeron , dude, you deserve a statue. You're the most helpful person I ever met.
@Gwendolyne I would never have started modding if it wasn't for your kindness and patience.
@subtledoctor and @Grammarsalad for encouraging me with this work and letting me use their sphere system.
@CamDawg and @argent77 for the helpful codes and tools.
@Aquadrizzt for the multiclass-kit tool that made the NPC kits possible.
@Arctodus for the brainstorming.
@Necromanx2 for all the patience and bug reports that made this mod better.
In the meantime: do you have an NPC mod of a Cleric and want to crossmod? Get in touch! I'm a lovely person when I'm not drunk!
---
Here is what I intend to release, chronologically (if possible):
↧
[v1.0] Artemius_I's House Rule Tweaks
Assorted personalized tweaks that might interest others. Will be updated regularly as I make more changes, will accept requests or suggestions within reason.
This component makes Constitution a much stronger stat for non-warrior classes by granting full hit point bonuses to all classes.
Additionally, this component also greatly increases high-constitution regeneration rates as well as giving slow regeneration to lower constitution values. CON-based Regeneration has always felt a little too slow to be useful and this was my attempt to make the effect much more noticeable. Also, as a player who tries to rest sparingly, slow regeneration makes resting between area transitions less necessary while not affecting combat. This will also hopefully also reduce cases of 'resting for 3 days and 16 hours' for those who play with 'rest until fully healed' enabled.
As an addendum: Dragon Disciples will absolutely LOVE this change.
New constitution table:
These three High Level Abilities are, in my opinion, poorly implemented. War Cry has a pathetic effect, Resist Magic has anti-synergy with spells and equipment, and Critical Strike is abused with high APR which overshadows Whirlwind Attack. As such, I've changed all three abilities significantly:
Resist Magic
This ability allows the warrior to temporarily tap a great inner strength and fight off the effects of malevolent magic. For 5 rounds, the warrior gains a +10 bonus to all saves. In addition, the warrior absorbs the next 20 spell level's worth of spells cast upon them. The saving throw bonus always persists for the full duration.
Critical Strike
A high-level warrior's intimate knowledge of vital spots on opponents allows them to, once per day, concentrate their next attack to strike a vital area. With this ability, the warrior's next attack is a natural 20, a critical hit that deals 4x damage (2x against enemies immune to critical hits).
War Cry
With a War Cry, the warrior lets out an invigorating roar, healing their hit points to full in addition to removing fatigue and restoring drained levels.
Allows the player to get the reputation bonus from Officer Vai without giving up the ability to sell scalps. Talking to Brage no longer forces the party to teleport back to Nashkel.
Makes Candlekeep's worst sidequest more bearable, especially in Legacy of Bhaal mode.
Soul Reaver and Girdle of Frost Giant Strength: The morally upright players may attempt to desecrate the shrine to Demogorgon to draw the attention of the Demon Knights instead of offering up a living sacrifice. Beware though, a transgression against the Prince of Demons will not go unpunished. Non-evil clerics and paladins get a safer alternative.
Silver Pantaloons: After freeing Lady Elgea, the party will receive the Silver Pantaloons from a messenger after three days.
Not much explanation required I hope. The Cloak of Dragomir only decreases its wearer's stats while standing in daylight. Hexxat will also auto-equip the cloak when necessary if it is in her inventory.
Vanguard Fighter Kit
Dwarven Defender for non-dwarves with more versatile weapon choices to compensate for lack of shorty saves. Optional component for Vanguard Khalid.VANGUARD: The vanguard is a frontline warrior trained to fight in the middle of enemy lines. Tough and durable, a vanguard is a reliable defender capable of holding the line and enduring blows that would fell a lesser man.
Advantages:
- May use Defensive Stance once per day. Gains one use at level 1, one use at level 4, and an additional use every 4 levels thereafter.
DEFENSIVE STANCE: For 1 turn, the Vanguard gains +50% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and a 50% movement rate penalty.
- Gains 5% resistance to crushing, slashing, piercing, and missile damage every 5 levels to a maximum of 20% at level 20.
- Hit Die: d12
Disadvantages:
- May not exceed High Mastery (four slots) in single-handed melee weapons.
- May not exceed Specialization (two slots) in any other weapon.
Advantages:
- May use Defensive Stance once per day. Gains one use at level 1, one use at level 4, and an additional use every 4 levels thereafter.
DEFENSIVE STANCE: For 1 turn, the Vanguard gains +50% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and a 50% movement rate penalty.
- Gains 5% resistance to crushing, slashing, piercing, and missile damage every 5 levels to a maximum of 20% at level 20.
- Hit Die: d12
Disadvantages:
- May not exceed High Mastery (four slots) in single-handed melee weapons.
- May not exceed Specialization (two slots) in any other weapon.
Adventurer Thief Kit
A thief kit with archer abilities. Optional component for Adventurer Imoen.ADVENTURER: A cunning rogue who practices thieving skills for the sake of adventuring rather than duplicity, adventurer rogues are skilled at scouting and wilderness survival, usually choosing to specialize in ranged weapons both to hunt and fight from a safe distance.
Advantages:
- +1 to hit and damage rolls with any missile weapon at level 1 and every 3 levels thereafter.
- May achieve Mastery (3 slots) in longbows, shortbows, and crossbows.
- May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter.
CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Adventurer:
4th level: -1 penalty to target's THAC0.
8th level: -1 penalty to target's Saving Throws vs. Spell.
12th level: -1 penalty to the target's Strength score.
16th level: +2 bonus to damage roll.
Disadvantages:
- May not use Backstab ability.
Advantages:
- +1 to hit and damage rolls with any missile weapon at level 1 and every 3 levels thereafter.
- May achieve Mastery (3 slots) in longbows, shortbows, and crossbows.
- May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter.
CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Adventurer:
4th level: -1 penalty to target's THAC0.
8th level: -1 penalty to target's Saving Throws vs. Spell.
12th level: -1 penalty to the target's Strength score.
16th level: +2 bonus to damage roll.
Disadvantages:
- May not use Backstab ability.
Increased Constitution Bonuses
All classes get equal hit point bonuses for constitution. Regeneration rates increased all around.This component makes Constitution a much stronger stat for non-warrior classes by granting full hit point bonuses to all classes.
Additionally, this component also greatly increases high-constitution regeneration rates as well as giving slow regeneration to lower constitution values. CON-based Regeneration has always felt a little too slow to be useful and this was my attempt to make the effect much more noticeable. Also, as a player who tries to rest sparingly, slow regeneration makes resting between area transitions less necessary while not affecting combat. This will also hopefully also reduce cases of 'resting for 3 days and 16 hours' for those who play with 'rest until fully healed' enabled.
As an addendum: Dragon Disciples will absolutely LOVE this change.
New constitution table:
2DA V1.0
0
OTHER WARRIOR MIN_ROLL REGENERATION_RATE FATIGUE_BONUS
1 -3 -3 1 0 -4
2 -2 -2 1 0 -3
3 -2 -2 1 0 -3
4 -1 -1 1 0 -2
5 -1 -1 1 0 -2
6 -1 -1 1 0 -1
7 0 0 1 600 -1
8 0 0 1 600 0
9 0 0 1 600 0
10 0 0 1 600 0
11 0 0 1 600 0
12 0 0 1 600 0
13 0 0 1 600 0
14 0 0 1 600 0
15 1 1 1 600 0
16 2 2 1 600 1
17 3 3 1 600 1
18 4 4 1 300 2
19 5 5 1 60 2
20 5 5 2 30 3
21 6 6 3 24 3
22 6 6 3 18 4
23 6 6 4 12 4
24 7 7 4 6 5
25 7 7 4 2 5
Warrior HLAs
Modifies the HLAs Resist Magic, Critical Strike, War CryThese three High Level Abilities are, in my opinion, poorly implemented. War Cry has a pathetic effect, Resist Magic has anti-synergy with spells and equipment, and Critical Strike is abused with high APR which overshadows Whirlwind Attack. As such, I've changed all three abilities significantly:
Resist Magic
This ability allows the warrior to temporarily tap a great inner strength and fight off the effects of malevolent magic. For 5 rounds, the warrior gains a +10 bonus to all saves. In addition, the warrior absorbs the next 20 spell level's worth of spells cast upon them. The saving throw bonus always persists for the full duration.
Critical Strike
A high-level warrior's intimate knowledge of vital spots on opponents allows them to, once per day, concentrate their next attack to strike a vital area. With this ability, the warrior's next attack is a natural 20, a critical hit that deals 4x damage (2x against enemies immune to critical hits).
War Cry
With a War Cry, the warrior lets out an invigorating roar, healing their hit points to full in addition to removing fatigue and restoring drained levels.
Improved Dialogues (BG:EE)
Makes a couple interactions more convenient for the player.Allows the player to get the reputation bonus from Officer Vai without giving up the ability to sell scalps. Talking to Brage no longer forces the party to teleport back to Nashkel.
Not-so-indestructible rats (BG:EE)
Removes the 95% physical resistance from Candlekeep's rats.Makes Candlekeep's worst sidequest more bearable, especially in Legacy of Bhaal mode.
Good-Aligned Roleplay Rewards (BG2:EE)
Allows the player to acquire items that previous required evil actions.Soul Reaver and Girdle of Frost Giant Strength: The morally upright players may attempt to desecrate the shrine to Demogorgon to draw the attention of the Demon Knights instead of offering up a living sacrifice. Beware though, a transgression against the Prince of Demons will not go unpunished. Non-evil clerics and paladins get a safer alternative.
Silver Pantaloons: After freeing Lady Elgea, the party will receive the Silver Pantaloons from a messenger after three days.
Cloak of Dragomir only decreases stats in daylight (BG2:EE)
Removes annoying micromanagement.Not much explanation required I hope. The Cloak of Dragomir only decreases its wearer's stats while standing in daylight. Hexxat will also auto-equip the cloak when necessary if it is in her inventory.
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A Frosty Journey: The IWDEE Kitpack
A Frosty Journey: The IWDEE Kitpack
Features
- 34 new kits. With more on the way!
- Additional dialogue between an Icepriest of Auril character and Lysan (as well as a few other characters like Hrothgar).
- Unique biographies and kit colours for each kit.
Fighter Kits
- Breachgnome
- Mercenary
- Myrmidon
- Tunnelrat
Ranger kits
- Giant Killer
Paladin kits
- Divinate of Mystra
- Divinate of Mielekki
- Divinate of Ilmater
Monk Kits
- Brother or Sister of the Pure Flame (Kossuth - Lawful Neutral)
- Child of the Passive Voice (Oghma)
- Disciple of the Changeless Face (Grumbar)
- Disciple of the Phoenix (Kossuth - Lawful Good)
- Disciple of the Salamander (Kossuth - Lawful Evil)
- Disciple of the White Rod (Loviatar)
- Disciple of the Yielding Way (Eldath)
- Monk of the Old Order (no deity)
- Monk of the Order of the Long Death (no deity)
- Monk of the Shimmering Wind (Akadi)
- Monk of the Shining Hand (Azuth)
- Monk of the Weeping Friars (Ilmater)
- Zealot of the Written Word (Deneir)
Thief kits
- Mouseburglar
- Pest Controller
- Scout
- Tumbler
- Vermin Slayer
Cleric kits
- Earthwalker of Grumbar
- Shaman of Gruumsh
- Priest of Luthic
- Icepriestess of Auril
- Iceguardian of Uluntiu
- Leaftender
- Treetender
Druid kits
- Hivemaster
Download Link
You can download it here
http://www.shsforums.net/files/file/1099-a-frosty-journey-the-iwdee-kitpack/
Compatibility
Provided you don't use the "Cleric Kit Penalties" and "Druid Kit Penalties" components this kitpack should be compatible with other mods.
Bug Reporting: Though I was sure to test each of them it is entirely possible that these kits could have bugs. If you do experience kit or spell specific bugs feel free to report them here. Also don't be using this mod when making any bug reports to Overhaul.
With all that in mind you can find more details about the kits in the next few posts below.
Special Thanks
CrevsDaak - For his kit mod instructions. This wouldn't be possible if those hadn't been written. If you haven't seen it check it out here.
http://forum.baldursgate.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1
(Also for help with figuring out how dialogue works)
Overhaul/Camdawg - For all their work on IWDEE. Camdawg in particular since I took advantage of some leftover 2DA work for the Priest of Tempus to figure out how to not just grant spells but also base it off of alignment.
Wisp - and anyone else involved with Weidu updating.
Argent77 - For all the work put into Near Infinity. I found it to be tremendously helpful here.
Isaya - For help figuring out dialogue.
Saigon1983 - For providing a Russian translation and pointing out minor tra errors.
Features
- 34 new kits. With more on the way!
- Additional dialogue between an Icepriest of Auril character and Lysan (as well as a few other characters like Hrothgar).
- Unique biographies and kit colours for each kit.
Fighter Kits
- Breachgnome
- Mercenary
- Myrmidon
- Tunnelrat
Ranger kits
- Giant Killer
Paladin kits
- Divinate of Mystra
- Divinate of Mielekki
- Divinate of Ilmater
Monk Kits
- Brother or Sister of the Pure Flame (Kossuth - Lawful Neutral)
- Child of the Passive Voice (Oghma)
- Disciple of the Changeless Face (Grumbar)
- Disciple of the Phoenix (Kossuth - Lawful Good)
- Disciple of the Salamander (Kossuth - Lawful Evil)
- Disciple of the White Rod (Loviatar)
- Disciple of the Yielding Way (Eldath)
- Monk of the Old Order (no deity)
- Monk of the Order of the Long Death (no deity)
- Monk of the Shimmering Wind (Akadi)
- Monk of the Shining Hand (Azuth)
- Monk of the Weeping Friars (Ilmater)
- Zealot of the Written Word (Deneir)
Thief kits
- Mouseburglar
- Pest Controller
- Scout
- Tumbler
- Vermin Slayer
Cleric kits
- Earthwalker of Grumbar
- Shaman of Gruumsh
- Priest of Luthic
- Icepriestess of Auril
- Iceguardian of Uluntiu
- Leaftender
- Treetender
Druid kits
- Hivemaster
Download Link
You can download it here
http://www.shsforums.net/files/file/1099-a-frosty-journey-the-iwdee-kitpack/
Compatibility
Provided you don't use the "Cleric Kit Penalties" and "Druid Kit Penalties" components this kitpack should be compatible with other mods.
Bug Reporting: Though I was sure to test each of them it is entirely possible that these kits could have bugs. If you do experience kit or spell specific bugs feel free to report them here. Also don't be using this mod when making any bug reports to Overhaul.
With all that in mind you can find more details about the kits in the next few posts below.
Special Thanks
CrevsDaak - For his kit mod instructions. This wouldn't be possible if those hadn't been written. If you haven't seen it check it out here.
http://forum.baldursgate.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1
(Also for help with figuring out how dialogue works)
Overhaul/Camdawg - For all their work on IWDEE. Camdawg in particular since I took advantage of some leftover 2DA work for the Priest of Tempus to figure out how to not just grant spells but also base it off of alignment.
Wisp - and anyone else involved with Weidu updating.
Argent77 - For all the work put into Near Infinity. I found it to be tremendously helpful here.
Isaya - For help figuring out dialogue.
Saigon1983 - For providing a Russian translation and pointing out minor tra errors.
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[MOD] Verr'Sza NPC (for BGEE and SoD)
I prepared something for those who believed there are too little evil fighters for BGEE and SoD (well, it was mostly about SoD). So here is Verr'Sza, the evil rakshasa ranger (it has his own kit, as most hunter kits won't work for someone like him).
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Alignment: Chaotic Evil, Neutral Evil in SoD
Class: Ranger (Naztharune Ranger)
Race: Rakshasa
==> OVERVIEW
The mod introduces a new companion for BG1 - Verr'Sza, an evil rakshasa hunter. He may join your group in early BG1EE and stay with the group until the very end of Siege of Dragonspear expansion. He may be recruited in one of the rooms within the Friendly Arm Inn, but you must free him from a certain state first. He starts at 3rd level, so if you prefer having team members on more or less similar levels, it may be a good idea not to recruit him right after leaving Candlekeep.
The mod includes some go-and-kill quests, as well as a romance for both male and female characters (the only condition is not being of Lawful Good alignment). Although it's technically a romance, Verr'Sza isn't a very romantic character. It's more a matter of making him respect you and not trying to bind him in any way. He shouldn't be compared to Dorn, though. He may be protective in his twisted and blunt way.
Note that the mod may include language considered blunt or inappropriate for kids.
Mod was designed to work on EE. Never tried it on Tutu or BGT.
Consider this an open beta. There may still be some bugs.
==> NUMBER OF TALKS:
original campaign:
The mod includes crossmod talks with Sirene, Aura, Drake and White.
NOTE ON THE ROMANCE: If you want to romance Verr'Sza, you must suggest closure on your own. You may do it during one of the friend talks or in a "drunk talk". To trigger a drunk talk, make sure Verr'Sza is really drunk. He will start a talk then in which you may "dare" him.
SHS alternative download

Alignment: Chaotic Evil, Neutral Evil in SoD
Class: Ranger (Naztharune Ranger)
Race: Rakshasa
==> OVERVIEW
The mod introduces a new companion for BG1 - Verr'Sza, an evil rakshasa hunter. He may join your group in early BG1EE and stay with the group until the very end of Siege of Dragonspear expansion. He may be recruited in one of the rooms within the Friendly Arm Inn, but you must free him from a certain state first. He starts at 3rd level, so if you prefer having team members on more or less similar levels, it may be a good idea not to recruit him right after leaving Candlekeep.
The mod includes some go-and-kill quests, as well as a romance for both male and female characters (the only condition is not being of Lawful Good alignment). Although it's technically a romance, Verr'Sza isn't a very romantic character. It's more a matter of making him respect you and not trying to bind him in any way. He shouldn't be compared to Dorn, though. He may be protective in his twisted and blunt way.
Note that the mod may include language considered blunt or inappropriate for kids.
Mod was designed to work on EE. Never tried it on Tutu or BGT.
Consider this an open beta. There may still be some bugs.
==> NUMBER OF TALKS:
original campaign:
- ~15 non-romantic talks (5 timered / timer-related talks; 10 situational talks)
- ~11 romantic talks (mostly timered / timer-related talks)
- at least 1 banter talk with every NPC, including EE NPCs (Neera, Dorn, Rasaad, Baeloth)
- Some additional information and flirts available via the PIDs (player initiated dialogues)
- some interjections
- ~6 non-romantic talks (3 timered / timer-related talks; 3 situational talks)
- ~4 romantic talks (timered / timer-related talks / situational) + an "epilogue" talk
- additional romantic content available through a 3rd character (available in Bhaalspawn's camps; ~5 talks)
- Thrix the Profane reaction
- few "head string" talks with other NPCs
The mod includes crossmod talks with Sirene, Aura, Drake and White.
NOTE ON THE ROMANCE: If you want to romance Verr'Sza, you must suggest closure on your own. You may do it during one of the friend talks or in a "drunk talk". To trigger a drunk talk, make sure Verr'Sza is really drunk. He will start a talk then in which you may "dare" him.
SHS alternative download
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Journal Portrait Conversations for bg12ee and iwdee?
Journal Portrait Conversations or Dragonspear UI++ dialogue portrait
I want to try bgee bg2ee and iwdee. to ask Pecca, but he doesn't seem to come by.
Is there any mod like that? Or is there any way I can do it?
Is it possible to use portrate sizes other than l and m?
I beg your intelligent minds.
I want to try bgee bg2ee and iwdee. to ask Pecca, but he doesn't seem to come by.
Is there any mod like that? Or is there any way I can do it?
Is it possible to use portrate sizes other than l and m?
I beg your intelligent minds.
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[MOD] [In Progress] Improved Heart of Fury Mode
Work in Progress
Heart of Fury Mode was meant to be an "ultimate difficulty mode," but it wasn't very well executed. Its main feature is to give enemies extremely large HP bonuses, such that a regular orc could have about 100 hit points. This is bad because it makes fights very tedious. Most of playing Heart of Fury Mode consists of sitting around as your summoned creatures (which also get the extra HP) slowly kill the enemies.This mod presents a more interesting "ultimate difficulty mode." It's not actually a difficulty setting, so it can be played on Normal, Insane, or even on Heart of Fury mode itself. Here are the main features:
* Battles are made tougher by giving enemies more powers (for example, Fire Beetles can breathe fire), adding more enemies in an encounter, giving enemies better AI (in some cases), and making enemies stronger all around, rather than simply by giving them lots of hit points.

* Items are powered up, like in Icewind Dale 2's Heart of Fury Mode.
Example items:




* Summoned creatures are NOT powered up, so you can't rely on them. Some enemies will get special summoning spells that summon creatures that are powered up, though.
* The party will be powered up slightly. Player characters roll 8-20 for stats (as in Dark Sun), rather than 3-18.

(Stats are for an elven ranger)
The party starts the game with 30000 experience (divided among the party, so a smaller party will get more experience per character). Pomab sells some good magical equipment and scrolls, and the party starts with a lot of gold.
* Throughout the game items are added, removed, and switched around. There are new random item selections.
The game will start off not too difficult - the goblins at the beginning of the game don't have much more health than they do normally. But the game will get really hard really fast.
I am not done with this mod, and it's going to take a while. So far I am pretty much finished modding the prologue and Chapter 1; I'm currently working on Chapter 2.
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[v0.51] Warlock Mod
This mod adds my version of the Warlock as a kit/pseudo-unique class.
Download link: https://github.com/ArtemiusI/Warlock/releases/latest
Description:
Invocations:
HLAs:
Eldritch Pact (non-evil only) - permanent 20% MR, +50% spell duration, +1 casting time
Eldritch Focus (requires Eldritch Pact) - +20 Luck and immunity to weapons for 3 rounds
Eldritch Paragon (requires Eldritch Focus) - permanent +20% magical damage and +50% magical damage resistance
Hellfire Pact (non-good only) - permanent +50% fire/cold resistance, +20% elemental damage
Hellfire Shield (requires Hellfire Pact) - 125% fire resistance, immunity to +2 weapons, damages enemies in melee. Drains 1 constitution per cast for 24 hours.
Hellfire Blast (requires Hellfire Shield) - unmitigated fire damage, drains 1 constitution per cast for 24 hours.
Use Any Item
Alchemy
Scribe Scrolls
Extra Invocation I
Extra Invocation II (requires Extra Invocation I)
Extra Invocation III (requires Extra Invocation II)
Extra Invocation IV (requires Extra Invocation III)
Call Fiend - summons a nabassu, glabrezu or pit fiend under the warlock's control for 1 hour.
Notes:
Download link: https://github.com/ArtemiusI/Warlock/releases/latest
Description:
WARLOCK: Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike sorcerers and wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. The font of dark magic burning in their souls makes them resistant to many forms of attack and arms them with dangerous power. Warlocks learn to harness their power to perform a small number of specific attacks and tricks called invocations. Warlocks make up for their lack of versatility by being tougher and more resilient than sorcerers or wizards. By harnessing his innate magical gift through fearsome determination and willpower, a warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of Eldritch power.
CLASS FEATURES:
– May not wear armor heavier than chain mail.
– May not equip shields larger than bucklers.
– May only become Proficient (one slot) in any weapon class.
– May only become Proficient (one slot) in any fighting style.
– Thieving abilities: Pick Pockets.
– Eldritch Lore: The warlock gains 10 base Lore per level.
– May cast Invocations.
– May use the Eldritch Blast ability at will.
ELDRITCH BLAST: A warlock attacks his foes with Eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An Eldritch Blast deals 1d6 points of magical damage at 1st level and increases by 1d6 in power for every three levels gained (up to 14d6 at 40th level). There is no Saving Throw against this attack, but Magic Resistance can negate it.
As the warlock gains in levels, he is able to shape his Eldritch Blast into different forms.
3rd level: HIDEOUS BLOW: Next melee attack channels an Eldritch Blast.
7th level: ELDRITCH SPEAR: Eldritch Blast penetrates through all enemies in its path.
11th level: ELDRITCH CHAIN: Eldritch Blast chains to nearby enemies.
15th level: ELDRITCH CONE: Eldritch Blast takes the shape of a cone. Save vs. Spell for half damage.
19th level: ELDRITCH DOOM: Eldritch Blast affects all enemies within a 20 ft. radius. Save vs. Spell for half damage.
– 5th level: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at levels 15, 25 and 35.
– 8th level: The warlock regenerates one hit point per three rounds.
– 10th level: Gains 10% resistance to acid, cold, electrical, fire and magical damage. An additional 10% is gained at levels 20, 30 and 40.
– 16th level: Regeneration rate increased to one hit point per two rounds.
– 22nd level: Becomes immune to non-magical weapons.
– 24th level: Regeneration rate increased to one hit point per round.
– Alignment restricted to chaotic good, chaotic neutral, lawful evil, neutral evil and chaotic evil.
– Hit Die: d6
CLASS FEATURES:
– May not wear armor heavier than chain mail.
– May not equip shields larger than bucklers.
– May only become Proficient (one slot) in any weapon class.
– May only become Proficient (one slot) in any fighting style.
– Thieving abilities: Pick Pockets.
– Eldritch Lore: The warlock gains 10 base Lore per level.
– May cast Invocations.
– May use the Eldritch Blast ability at will.
ELDRITCH BLAST: A warlock attacks his foes with Eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An Eldritch Blast deals 1d6 points of magical damage at 1st level and increases by 1d6 in power for every three levels gained (up to 14d6 at 40th level). There is no Saving Throw against this attack, but Magic Resistance can negate it.
As the warlock gains in levels, he is able to shape his Eldritch Blast into different forms.
3rd level: HIDEOUS BLOW: Next melee attack channels an Eldritch Blast.
7th level: ELDRITCH SPEAR: Eldritch Blast penetrates through all enemies in its path.
11th level: ELDRITCH CHAIN: Eldritch Blast chains to nearby enemies.
15th level: ELDRITCH CONE: Eldritch Blast takes the shape of a cone. Save vs. Spell for half damage.
19th level: ELDRITCH DOOM: Eldritch Blast affects all enemies within a 20 ft. radius. Save vs. Spell for half damage.
– 5th level: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at levels 15, 25 and 35.
– 8th level: The warlock regenerates one hit point per three rounds.
– 10th level: Gains 10% resistance to acid, cold, electrical, fire and magical damage. An additional 10% is gained at levels 20, 30 and 40.
– 16th level: Regeneration rate increased to one hit point per two rounds.
– 22nd level: Becomes immune to non-magical weapons.
– 24th level: Regeneration rate increased to one hit point per round.
– Alignment restricted to chaotic good, chaotic neutral, lawful evil, neutral evil and chaotic evil.
– Hit Die: d6
Invocations:
LEAST
Beguiling Influence - +2 CHA for 8 hours, increases to +4 at 8th level and +6 at 16th level
Dark One's Own Luck - +2 to luck and saving throws, bonus +1 for every two CHA above 16
Draining Blast - slows target, -1 to hit, AC, saving throws for 3 rounds. Save vs. spells to avoid.
Frightful Blast - rolls d3 for damage, -2 to hit, saving throws and morale for 1 turn. Save vs. spells to avoid. Creatures above 6th level get +4 to save.
Darkness - -4 to hit and reduced vision in a 20 ft. zone. Area lasts for 3 rounds.
Entropic Warding - +4 to AC vs. missiles. Sets base AC to 6.
Leaps and Bounds - +2 to dexterity and AC, bonus +1 for every two CHA above 16
See the Unseen - detect invisibility and traps for 5 rounds.
LESSER
Beshadowed Blast - rolls d4 for damage, blinds (-4 to hit and AC) and reduces movement rate for one round. Save vs. death to avoid.
Brimstone Blast - deals fire damage, additional 2d6 damage per round for 3 rounds. Save vs. breath to avoid.
Hellrime Blast - deals cold damage, -4 DEX for 1 turn. Save vs. death to avoid.
Charm - charms for 5 rounds. Save vs. spells to avoid. Non-hostile.
Curse of Despair - permanent -3 to all stats on failed save vs. spells. Remove Curse to cure. Inflicts -1 to hit for one turn (no save).
Dread Seizure - -3 to hit and AC and reduced movement rate for 3 rounds. Save vs. Death to avoid.
Flee the Scene - teleports target, mislead in original position for 1 round.
The Dead Walk - Animate Dead
Voracious Dispelling - touch range dispel magic, deals magic damage to target
Walk Unseen - Invisibility, 24 hours
GREATER
Bewitching Blast - rolls d4 for damage, confuses for 3 rounds. Save vs. spells to avoid.
Electrifying Blast - deals electrical damage, paralyzes for 1 round. Save vs. breath at -2 to avoid. Does not affect creatures immune to electricity.
Noxious Blast - -2 to all stats and -4 to saving throws for one turn. Save vs. death at -2 to avoid. Does not affect creatures immune to poison.
Vitriolic Blast - deals acid, additional 2d6 damage per round for 3 rounds. Ignores magic resistance.
Chilling Tentacles - deals 2d6 cold damage. Additional 1d6+4 crushing damage and paralyzes on failed save vs. breath. Area lasts for 4 rounds.
Devour Magic - Remove Magic, +2 hit points per target affected for four rounds.
Tenacious Plague - AoE Summon Insects
Wall of Perilous Flame - 2d6 fire damage and 2d6 magic damage for 3 rounds. No save.
DARK
Binding Blast - rolls d4 for damage, stuns for 1 round. Save vs. spells at -4 to avoid.
Utterdark Blast - rolls d4 for damage, drains HP to caster. Drains four levels for 1 hour on failed save vs. death
Dark Foresight - +10 AC, +5 to all saves, +20% damage resistance, immunity to backstab. Lasts 2 rounds.
Retributive Invisibility - improved invisibility for four rounds, cannot be dispelled. Deals 4d6 magical damage and stuns upon expiring. Save vs death to avoid stun and half damage.
Word of Changing - shapeshift into devil for 10 turns.
Beguiling Influence - +2 CHA for 8 hours, increases to +4 at 8th level and +6 at 16th level
Dark One's Own Luck - +2 to luck and saving throws, bonus +1 for every two CHA above 16
Draining Blast - slows target, -1 to hit, AC, saving throws for 3 rounds. Save vs. spells to avoid.
Frightful Blast - rolls d3 for damage, -2 to hit, saving throws and morale for 1 turn. Save vs. spells to avoid. Creatures above 6th level get +4 to save.
Darkness - -4 to hit and reduced vision in a 20 ft. zone. Area lasts for 3 rounds.
Entropic Warding - +4 to AC vs. missiles. Sets base AC to 6.
Leaps and Bounds - +2 to dexterity and AC, bonus +1 for every two CHA above 16
See the Unseen - detect invisibility and traps for 5 rounds.
LESSER
Beshadowed Blast - rolls d4 for damage, blinds (-4 to hit and AC) and reduces movement rate for one round. Save vs. death to avoid.
Brimstone Blast - deals fire damage, additional 2d6 damage per round for 3 rounds. Save vs. breath to avoid.
Hellrime Blast - deals cold damage, -4 DEX for 1 turn. Save vs. death to avoid.
Charm - charms for 5 rounds. Save vs. spells to avoid. Non-hostile.
Curse of Despair - permanent -3 to all stats on failed save vs. spells. Remove Curse to cure. Inflicts -1 to hit for one turn (no save).
Dread Seizure - -3 to hit and AC and reduced movement rate for 3 rounds. Save vs. Death to avoid.
Flee the Scene - teleports target, mislead in original position for 1 round.
The Dead Walk - Animate Dead
Voracious Dispelling - touch range dispel magic, deals magic damage to target
Walk Unseen - Invisibility, 24 hours
GREATER
Bewitching Blast - rolls d4 for damage, confuses for 3 rounds. Save vs. spells to avoid.
Electrifying Blast - deals electrical damage, paralyzes for 1 round. Save vs. breath at -2 to avoid. Does not affect creatures immune to electricity.
Noxious Blast - -2 to all stats and -4 to saving throws for one turn. Save vs. death at -2 to avoid. Does not affect creatures immune to poison.
Vitriolic Blast - deals acid, additional 2d6 damage per round for 3 rounds. Ignores magic resistance.
Chilling Tentacles - deals 2d6 cold damage. Additional 1d6+4 crushing damage and paralyzes on failed save vs. breath. Area lasts for 4 rounds.
Devour Magic - Remove Magic, +2 hit points per target affected for four rounds.
Tenacious Plague - AoE Summon Insects
Wall of Perilous Flame - 2d6 fire damage and 2d6 magic damage for 3 rounds. No save.
DARK
Binding Blast - rolls d4 for damage, stuns for 1 round. Save vs. spells at -4 to avoid.
Utterdark Blast - rolls d4 for damage, drains HP to caster. Drains four levels for 1 hour on failed save vs. death
Dark Foresight - +10 AC, +5 to all saves, +20% damage resistance, immunity to backstab. Lasts 2 rounds.
Retributive Invisibility - improved invisibility for four rounds, cannot be dispelled. Deals 4d6 magical damage and stuns upon expiring. Save vs death to avoid stun and half damage.
Word of Changing - shapeshift into devil for 10 turns.
HLAs:
Eldritch Pact (non-evil only) - permanent 20% MR, +50% spell duration, +1 casting time
Eldritch Focus (requires Eldritch Pact) - +20 Luck and immunity to weapons for 3 rounds
Eldritch Paragon (requires Eldritch Focus) - permanent +20% magical damage and +50% magical damage resistance
Hellfire Pact (non-good only) - permanent +50% fire/cold resistance, +20% elemental damage
Hellfire Shield (requires Hellfire Pact) - 125% fire resistance, immunity to +2 weapons, damages enemies in melee. Drains 1 constitution per cast for 24 hours.
Hellfire Blast (requires Hellfire Shield) - unmitigated fire damage, drains 1 constitution per cast for 24 hours.
Use Any Item
Alchemy
Scribe Scrolls
Extra Invocation I
Extra Invocation II (requires Extra Invocation I)
Extra Invocation III (requires Extra Invocation II)
Extra Invocation IV (requires Extra Invocation III)
Call Fiend - summons a nabassu, glabrezu or pit fiend under the warlock's control for 1 hour.
Notes:
- The warlock is a 'bard kit' but obviously shares little resemblance with the bard. Invocations are added to the arcane spellbook but you do not have spell slots. Instead, you gain an 'Invocations' ability which essentially functions as a version of Nahal's Reckless Dweomer without the wild magic.
- You gain blast shapes innately rather than through spell selection. This is sort of a limitation I made in order to make the essences work with blast shape. I'm sure it's possible to implement it another way, but this was the easier path.
- The warlock can use invocations while wearing armor.
- The warlock gets the Planar Sphere as a stronghold instead of the playhouse.
- You may exchange one of your invocations for another of the same tier, once per level up. I felt this provides some interesting balance as invocations that become less useful later can be exchanged for better ones.
- The quick spell button doesn't work. Believe me, I wish it did. I tried and tried, but the game does not recognize it when innates are refreshed via "remove/add" and your ability will remain at '0 casts' even though it is refreshed. As great as it would be to key your Eldritch Blast or Invocations there, it's sadly not possible.
- Several spells (e.g. Voracious Dispelling) are not great representations of their original incarnations due to either balance reasons or engine limitations.
- The Eldritch Pact (non-evil) and Hellfire Pact (non-good) HLAs and their branch abilities are mutually exclusive.
- The warlock cannot use vanilla bard-exclusive items. Mod items are still allowed due to limitations... for the moment.
- Word of Changing uses the slayer avatar (for inventory paperdoll and coolness) but is not nearly as powerful.
- I can't give too many thoughts regarding balance yet, but so far, trying to balance infinite casting is extremely difficult and the kit will probably swing between underpowered and overpowered depending on the stage of the game. This was mostly done for fun, as well as an experiment for certain mechanics and coding.
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BGEE / SOD "Item Replacement" Fun Pack (v2.1 completed)
Latest Update (2018):
Hi guys, I am back! I will doing just some touch up and finalising, which I put on hold in 2017.A great member here CrevsDaak previously helped me to convert the content into WeiDU mod. Thanks alot buddy!
I currently have plans to update this mod with more new stuff and version, so just stay tune here! For now the latest version is v2.1
New plan for SOD (for 2018)
BGEE:
1) Fixed the 6 general stores in BG City to allow bolts to be sold.2) Hunter Ring is replaced by Mercykiller ring (BG2EE) in FAI spoiler cache.
3) Ghost knight in Firewine dungeon will now reward you the small shield of Rapidity
4) Fixed some reputation quest in BGEE (For eg Cordyor will now give u Sirine Quest at any reputation)
5) Black Lily in thieves guild can now be pickpocketed for the ring of lockpicking.
6) Meklin will now drop Ring of Danger Sense instead of Girdle of Fortitude.
7) Girdle of Fortitude will now be sold at Ulgoth Beard Inn
8) No more XP exploit on Elminister, but Daer'Ragh encounter will net you 14.5K XP.
9) Ring of Fire Control is dropped by Demon Knight instead of Ulgoth Beard store.
10) Cloak of Dampening is dropped by Cythandria instead of Ulgoth Beard store.
11) Ammo Pelt sold by Black Lily will be using BAG07 code instead of BAG05
12) Erdane in Durlag Tower will now sell Bag of Holding (BAG04), using IWDEE Bam for icon.
SOD:
1) Remove Mithral Full Plate, (revert back to normal FPA)2) Finalising the location on the new set of tombs / manual (Total 5 of them excluding tome of wisdom)
3) Some items reshuffling in Dragon Cave (BD0710)
4) Nazaram store will include Aegis Hide +3, Removed Small Shield of Rapidity
5) Necklace of Form Stability is now found as loot on Dragon Cave instead of Nazramu store.
6) Adding crafting to upgrade Shield of Rapidity.
7) Modify Guardian Devil resistance bonus from missile to crushing.
8) Increase item value of Dragonscale Shield/Armor to 10K GP
9) Update amulet of cheetah speed's Movement speed to opcode 176
10) Might plan to introduce up to 3 different epic weapon (Long sword/ninjato/warhammer) that are based on 3 different element of Fire/Cold/Lightning. All 3 are designed to be stronger than Twinkle +3 after upgrade. However for game balancing you can only choose 1 to craft as all they require "glove of strength", which is an unique item.
Dervish Crescent +3 (Requires Glove of Strength, Ring of Fire Resistance)
Varscona +3 (Requires Glove of Strength, Sable Cloak)
Ashideena +3 (Requires Glove of Strength, Boot of grounding)
Possible New Item [BGEE/SOD]:
Small Shield of Rapidity +1 - Ghost Knight Quest

Type: Small Shield
AC: +2
Does not protect against missiles
Special: 10% chance to trigger haste (2 rounds) on wearer on successful melee hit.
Not Usable By: Non-Warrior, Kensai
Combat Shield of Rapidity +1 (Upgraded)

Type: Medium Shield
AC: +2
Physical Damage Resistance: +10%
Permanent Haste
Special: Using ranged attack will negate the Haste. Haste will resume 1 round after wearer stop attacking with ranged weapon.
Not Usable By: Non-Warrior, Kensai
Requires Boot of Speed (boot01), Cloak of Dampening and Small Shield of Rapidity +1 to upgrade. Restricted to warrior class.
Notable Changes in v2.1 (Completed since 11th Feb)
1) 3x Ring of Wizardry has been reduce to 1, Ring of acuity is added in for that change2) 3x Gauntlets of Weapon Expertise has been reduce to 1, GoES is added in for that change
3) More new item added in to replace alot of duplicated items found in BGEE/SOD. Check detail log for more info.
4) Nazramu Store now sells better and more powerful UNIQUE magical items.
5) Improved XP of some quest and encounter (very small scale)
6) Fixed certain quest and bugs
7) EXP Cap on SOD has been raised (600K max)
Detailed Log V2.1 (11th Feb'17):
SOD Content:
1) UPGRADED MORENTHERENE TO A MATURE ADULT DRAGON2) Add Dragon Bane +3 to Dragon Cave's Corpse
3) Add Necklace of Form Stability to Dragon Cave's Corpse
4) Raised XP cap to 600K & Start_XP to 161K
5) Increase XP of Gauth from 6K -> 9K
6) Duration of Improved Haste on Amul26 has been reduced to only 1 round.
7) Modify NPC inventories to certain unique items are not repeated (Adoy Belt, Relair's mistake for.eg)
8) Allow off-hand THAC0 bonus of Belt of Skillful Blade to apply to all class.
9) Replace Ring of Protection+2 with Royal Guardian +2** (Entar, Duchal Palace)
10) Replace Gauntlets of Weapon Expertise with Extraordinary Specialization (Nazramu Store)
11) Remove Ring of Free Action (Nazramu Store)
12) Replace Necklace of Form Stability with Black Wolf Talisman (Nazramu Store)
13) Replace Ring of Wizardry with Ring of Acuity (Kherriun, Kanaglym)
14) Add in Stonefire +3 to Daeros hidden cache. (BD4300)
15) Helm of Domathoin: Increase PDR (3% -> 5%)
16) Star-Strewn Boot: Increase MR (7% -> 10% MR, Wizard Slayer MR remains at +15%)
BGEE Content:
1) Added Cloak of Dampening** (Ulgoth Beard Store)2) Added Ring of Fire Control (Ulgoth Beard Store)
3) Removed Orc Leather +3, replaced with Ammo Belt (Black Lily Store)
4) Replace Wakisashi +2 with +1 version (AR2100)
5) Buffed Girdle of Fortitude (Set to 18 Con once Equipped)
6) New BAM for Ulcaster Academy Ring. All charged abilities reduce to once per day.
7) Swap the item icon for Bow01 & Bow03 to the original BG Version
New Item List [SOD]:
*Item name* - *In-game location* (*Import from*)
Dragon Bane +3 - Dragon Cave (BG2EE)

Type: Halberd
Damage: 1d10+3, +6 vs Dragon (Piercing)
Thac0: +3
Speed Factor: 6
Not Usable By: Same as Halberd restriction
Stonefire +3 - DS Castle Basement (BG2EE)

Type: Axe
Damage: 1d8+3, +2 fire (Slashing)
Thac0: +3
Speed Factor: 4
Not Usable By: Same as Axe restriction
Black Wolf Talisman - Nazramu Store (IWDEE)

Type: Amulet
AC: +1
Hit Points: +10
Save vs. Breath: +1
Cold Resistance: +10%
Not Usable By: Wizard Slayer
Royal Guardian +2 - Entar Silvershield (NEW)

Type: Ring
AC: +2
Saving Throw: +2
MR: +5%
Not Usable By: Wizard Slayer
Ring of Acuity - Kherriun (BG2EE)

Type: Ring
2nd level Spell: +2
3rd & 4th level Spell: +1
Not Usable By: Non-Mage Class
Gauntlets of Extraordinary Specialization - Nazramu Store (BG2EE)

Type: Bracer
Damage: +2
Thac0: +1
Extra 1/2 APR
Not Usable By: Non-Warrior Class
New Item List [BGEE]:
Ring of Earth Control - Tracea Carol (BG2EE)

Type: Ring
AC: +1
Charm Earth Elemental, Flesh to Stone (once per day)
Not Usable By: Non-Rogue Class
Ulcaster Academy Ring - Ulcaster Ghost (IWDEE)

Type: Ring
Save vs. Spell: +2
Cast Larloch Minor Drain, Horror, Vampiric Touch (Once per day)
Not Usable By: Non-Mage Class
Ring of Human Influence - Dushai (BG2EE)

Type: Ring
Charisma: 18
Charm Person (once per day)
Not Usable By: Non-Rogue Class
Amulet of Cheetah Speed - Lothander (BG2EE)

Type: Amulet
Movement Speed: +2
Improved Haste 1 round (Once per day)
Not Usable By: Wizard Slayer
Girdle of Fortitude - Ulgoth Beard Store (BG2EE)

Type: Belt
Constitution: 18
Not Usable By: Wizard Slayer
Cloak of Dampening - Cythandria (NEW)

Type: Cloak
Phy. Damage Resistance: +10%
Not Usable By: Wizard Slayer
The Stone Breaker - Siemmon (NEW)

Type: Bracer
Strength: +1
Not Usable By: Non-Warrior Class
MOD AVAILABLE FOR DOWNLOAD BELOW!
To install the mod simply run setup-unique_items.exe, do the same to uninstall.
Refer to my post (3rd one) below for more INFO
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NPC Modding Tutorial
Hello,
I've written a tutorial for NPC modding because I personally find there's a lack of real noob-friendly tutorials. I'm still figuring out how to mod this game myself, and this is an attempt at compiling all the bits and pieces I've found into a single guide.
https://docs.google.com/document/d/1ZNVRttHGVV8GOQ-CYWyTMHh-3MErQ1T_KusJkCtYtk0/edit?pli=1#
I'm aware not everything I've written is completely true, but I often find tutorials with half-lies better than tutorials that make my mind explode with information overflow, or tutorials that simply don't explain certain things at all.
If you're an experienced modder or you're looking for a tutorial yourself, please let me know how I can improve this.
I've written a tutorial for NPC modding because I personally find there's a lack of real noob-friendly tutorials. I'm still figuring out how to mod this game myself, and this is an attempt at compiling all the bits and pieces I've found into a single guide.
https://docs.google.com/document/d/1ZNVRttHGVV8GOQ-CYWyTMHh-3MErQ1T_KusJkCtYtk0/edit?pli=1#
I'm aware not everything I've written is completely true, but I often find tutorials with half-lies better than tutorials that make my mind explode with information overflow, or tutorials that simply don't explain certain things at all.
If you're an experienced modder or you're looking for a tutorial yourself, please let me know how I can improve this.
↧
[v1.5.2] Shadow Magic

Link to mod page at my site: https://artisans-corner.com/shadow-magic/
"There is a dark secret hidden within the walls of Candlekeep, forbidden to be spoken of among the scribes and monks even in hushed voices. A well of shadow magic, fueled by darkness and loss, shunned by most practitioners of the arcane arts. Such powers originate from the realm of the Shadow Weave, the distorted mockery of Mystra's Weave created by Shar, the Nightsinger. So obscure is this power that most are unaware of its existence, and those that know of it refuse to acknowledge it due to its dark origins. However, the seductive whispers of this power has called to you, an apprentice mage who had barely mastered your first cantrip, since a young age, deep beneath the great library.
When the voices became too much to resist, you snuck into the depths of Candlekeep in the dead of night, where unwanted and dangerous secrets are left to rot. Inside of a once-sealed chamber stood a strange fountain, an open wound in the Prime Material Plane through which the energies of the Shadow Weave bled. As soon as you touched the eerie yet beautiful strands of magic that flowed from the wound, you felt an awakening as your connection to the Weave was severed and the power of Shar's dark Weave coursed through you in its place, bestowing upon you a magic that few are gifted with. As you matured, the growing magic within you developed a symbiotic connection until it became one with your very being, and the power of the Shadow Weave became subservient to your will. Gorion and your tutors grew wary of the strange magic that you wielded, though they never learned of the source. Though you knew the dangers of toying with Shar's domain were great, the temptation of such a little-known power in your hands were a thousand times worth the cost."
- biography of a shadow adept Bhaalspawn
Component 1: SHADOW ADEPT
This is a mage kit with a completely unique spell selection with 100+ new spells to choose from. A lot of them are copies of existing spells but there are quite a few relatively unique ones in there.A list of spells with descriptions can be viewed here.
SHADOW ADEPT: Shadow adepts hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to casual students and discovering secrets unavailable to all but the most dedicated.
Advantages:
- Hit Die: d6
- May use Shadow Magic.
SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a save vs. death at +5 minus spell level (e.g. +4 for level 1, -4 for level 9) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, <PRO_HESHE> is killed instantly.
The Shadow Weave is a mysterious and alien entity, far darker and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain.
- Gains the Darkvision innate ability.
DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. <PRO_HESHE> permanently gains infravision and immunity to blindness.
- Gains one bonus spell cast per level.
- +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools.
- 4th level: May use the Shield of Shadows ability once per day.
SHIELD OF SHADOWS: The shadow adept surrounds <HIMHER>self with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting <HISHER> armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at him for 1 hour per 2 levels to a maximum of 9 hours.
From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws.
- 5th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter.
SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane.
- 14th level: May use the Shadow Double ability once per day.
SHADOW DOUBLE: The shadow adept creates a copy of himself out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level.
Disadvantages:
- -2 penalty to saving throws against spells of the Invocation and Alteration schools.
- May not learn or use spells from the Weave.
- Alignment restricted to non-good.
Prime Requisites For Dual-Classing: Intelligence, Charisma
INTELLIGENCE WISDOM CHARISMA
1-2: -5 casting speed penalty 1: -50% spell duration, 50% spell failure 16: +1 level 1
3-4: -4 casting speed penalty 2: -45% spell duration, 45% spell failure 17: +1 level 1, +1 level 2
5-6: -3 casting speed penalty 3: -40% spell duration, 40% spell failure 18: +1 level 2, +1 level 3
7-8: -2 casting speed penalty 4: -35% spell duration, 35% spell failure 19: +1 level 3, +1 level 4
9-10: -1 casting speed penalty 5: -30% spell duration, 30% spell failure 20: +1 level 4
11-17: Nothing 6: -25% spell duration, 25% spell failure 21: +1 level 5
18: +1 caster level bonus 7: -20% spell duration, 20% spell failure 22: +1 level 6
19: +1 caster level bonus 8: -15% spell duration, 15% spell failure 23: +1 level 7
20: +1 casting speed bonus 9: -10% spell duration, 10% spell failure 24: +1 level 8
21: +1 caster level bonus 10: -5% spell duration, 5% spell failure 25: +1 level 9
22: +1 casting speed bonus 11-15: Nothing
23: +1 caster level bonus 16: +5% spell duration
24: +1 casting speed bonus 17: +10% spell duration
25: +1 casting speed bonus 18: +15% spell duration
19: +20% spell duration
20: +25% spell duration
21: +30% spell duration
22: +35% spell duration
23: +40% spell duration
24: +45% spell duration
25: +50% spell duration
This mod is still unstable and has a few known issues:
- One level 9 spell has a side effect that requires party AI to active to take effect, as it depends on the dplayer3.bcs script. Once you've met the prerequisites (you'll understand once you see the spell) simply turn on scripts for the effect to kick in and then turn it off if you wish.
- Shadow Adept multi-classes will not gain Shadow Adept high level abilities.
- A couple spells are a bit glitchy here and there. Bug reports are welcomed.
OPTIONAL: HIT POINT COST
This component changes the Constitution costs of spells to a current Hit Point cost instead. The cost of casting spells is equal to double the level of the spell cast.OPTIONAL: SHADOW DISCIPLE
This component adds the Shadow Disciple kit, the sorcerer variant of the shadow adept with the same abilities.OPTIONAL: NIGHTSINGER
This component adds the Nightsinger kit, a bard that uses shadow magic.NIGHTSINGER: A rare class of bards that choose to study the power of the Shadow Weave gain access to its dark powers, bestowing upon them a dirge capable of cursing their enemies.
Advantages:
- The Nightsinger's Bard Song, "Dirge of Despair", curses <PRO_HISHER> enemies, reducing their morale and saving throws.
1st level: -1 penalty to THAC0, damage and saving throws, lowers morale
11th level: -2 penalty to THAC0, damage and saving throws, lowers morale
21st level: -3 penalty to THAC0, damage and saving throws, lowers morale
- May use Shadow Magic.
SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a save vs. death at +5 minus spell level (e.g. +4 for level 1, -4 for level 9) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, <PRO_HESHE> is killed instantly.
The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain.
- Gains the Darkvision innate ability.
DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. <PRO_HESHE> permanently gains infravision and immunity to blindness.
- May cast one additional spell per level.
- +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools.
- 6th level: May use the Shield of Shadows ability once per day.
SHIELD OF SHADOWS: The shadow adept surrounds <HIMHER>self with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting <HISHER> armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at him for 1 hour per 2 levels to a maximum of 9 hours.
From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws.
- 7th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter.
SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane.
- 18th level: May use the Shadow Double ability once per day.
SHADOW DOUBLE: The shadow adept creates a copy of <HIMHER>self out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level.
Disadvantages:
- -2 penalty to saving throws against spells of the Invocation and Alteration schools.
- May not learn or use spells from the Weave.
- Alignment restricted to non-good.
OPTIONAL: FAMILIARS
This optional component provides the shadow adept the ability to summon a familiar at 6th level. The shadow adept's familiar has a few differences in strength and function compared to a mage's familiar but mostly imitates vanilla familiar behavior.Component 2: SHADOW MONK
SHADOW MONK: Little is known about the secretive order of shadow monks, other than the fact that they draw upon the power of the Shadow Plane to wield dark ki. They are masterful assassins, manipulating powerful illusions to their advantage and skilled at striking from the shadows, but their ritualistic training has taken a toll on their physical stamina.
Advantages:
- +1 bonus to Dexterity.
- Gains the Darkvision innate ability.
DARKVISION: The shadow monk is gifted with the ability to see in the dark even better than in light. <PRO_HESHE> permanently gains infravision and immunity to blindness.
- Gains the Life-Drain innate ability.
LIFE-DRAIN: Shadow monks channel the power of the Shadow Plane into their fists, gaining bonus effects based off of their level.
1st - 9th level: Drains 1 hit point on hit.
10th - 19th level: Drains 2 hit points and lowers target's strength by 1 for 2 rounds (save vs. death to avoid strength drain)
20th level onwards: Drains 3 hit points, lowers target's strength by 1 and 20% chance to drain one level permanently on hit
- Has a backstab multiplier of x2. Increases to x3 at 11th level and x4 at 21st level.
- 3rd level: May use the Shadow Pool ability.
SHADOW POOL: Shadow monks wield the power of the Shadow Plane and can manipulate it in order to cast a limited amount of Shadow Magic. The shadow monk must first spend one round drawing energy from the Shadow Weave then cast the spell. The shadow monk's concentration may be disrupted during the channeling or the casting time.
Level 1 (3rd, 6th, 9th, 12th levels): Shadow Missile, Blinding Darkness, Shadow Veil, Decoy
Level 2 (7th, 10th, 13th, 16th levels): Dark Mirage, Black Mist, Ghostly Visage, Shadow Walk
Level 3 (11th, 17th, 23rd levels): Shadowblast, Lifedrinker Touch, Shadow Comets, Impose
Level 4 (15th, 21st, 27th levels): Fireshield (Shadow), Shadeskin, Summon Shadow, Shar's Blessing
- 5th level: May cast Shadowstep once per day. Gains an additional use every 5 levels thereafter.
SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow monk cannot attack or use spells while in the Shadow Plane.
- 12th level: May cast Shadow Door once per day. Gains additional uses at 16th and 20th level.
- 15th level: May use the Deathstrike ability once per day.
DEATHSTRIKE: The shadow monk teleports to a chosen target and turns invisible for one round. <PRO_HISHER> next attack within one round is a guaranteed critical hit and drains six levels from the target.
Disadvantages:
- Hit Die: d6
- -2 penalty to Strength.
- -4 penalty to Constitution.
- Alignment restricted to non-lawful and non-good.
- Uses the shadowdancer's high level abilities table instead of the fighter's, with the exclusion of Use Any Item.
- May not use the Lay On Hands ability.
- May not use the Stunning Blow ability.
- May not use the Quivering Palm ability.
Component 3: ITEM PACK
This optional component adds a few relatively powerful items that are exclusive to the shadow adept. Some can be found in BG1+SoD and all can be found in BG2. Some items require the shadow adept to have a secondary class in addition to the kit itself. More items are being added as the mod is updated.Component 4: QUESTS & ENCOUNTERS
Kryn Darkflame is a Shadovar mage of Thultanthar, the Shade Enclave. He is in the grounds of the Friendly Arm Inn and serves as a merchant of magical wares including many Shadow Adept-exclusive items. Finding and dealing with his missing apprentices will net the player a sizable reward.Spoilers on items and their locations can be found here.
Download the latest version here.
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[mod] Foundling: Between the Shades
Foundling: Between the Shades BETA is available. The mod fully playable, may need some polishing. I've decided to made the BETA version available.
Foundling is the thrall of Thaxll'ssillvia, the Shadow Dragon found in the Temple Ruins. He is cold, calculating, and determined to be freed from his influence. He can never oppose his master on his own, but everything can change thanks to the influence of the Bhaalspawn.
Foundling is a Shadow Adept who can use Shadow Weave Magic as well as some Shadow Magic. The mod introduces a new kind of magic with its own advantages and disadvantages. Even though Foundling is recognised as a mage, he can't use the Weave. In exchange he is given his own dark spells - mostly dark versions of well known spells, but there are some brand new ones too.
The mod is both an NPC and quest mod and introduces new characters, areas, music, items, soundset etc.
Foundling is not romanceable, but the character will still talk to you frequently, so no worries.
![image]()
DOWNLOAD LINK - http://www.shsforums.net/files/file/1128-foundling-between-the-shades-beta/
Thank you to everyone who helped me in releasing this project!
Foundling is the thrall of Thaxll'ssillvia, the Shadow Dragon found in the Temple Ruins. He is cold, calculating, and determined to be freed from his influence. He can never oppose his master on his own, but everything can change thanks to the influence of the Bhaalspawn.
Foundling is a Shadow Adept who can use Shadow Weave Magic as well as some Shadow Magic. The mod introduces a new kind of magic with its own advantages and disadvantages. Even though Foundling is recognised as a mage, he can't use the Weave. In exchange he is given his own dark spells - mostly dark versions of well known spells, but there are some brand new ones too.
The mod is both an NPC and quest mod and introduces new characters, areas, music, items, soundset etc.
Foundling is not romanceable, but the character will still talk to you frequently, so no worries.

DOWNLOAD LINK - http://www.shsforums.net/files/file/1128-foundling-between-the-shades-beta/
Thank you to everyone who helped me in releasing this project!
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[MOD] [BETA] Monastic Orders of Faerun
Monastic Orders of Faerun v0.41 is now available for download.
Monastic Orders of Faerûn (MO or MOoF) rebalances monk progression in order to provide viability at both low and high levels. It revises the three existing monks in an attempt to make them all balanced at all levels of play. It also adds four new Monk kits, inspired by various monastic orders throughout the Realms.
The current version of Monastic Orders (v0.4+) is designed to work with any of the released Enhanced Editions (BG:EE, BG2:EE, IWD:EE, EET). Many features of this mod rely heavily on the functionality added in the Enhanced Editions, and thus there are no plans to extend compatibility to the original games.
CORE REVISIONS
This component revises the Monk and its two kits (Sun Soul and Dark Moon) extensively, moving them to the Thief class, overhauling their class features, and making use of a modular Fighting and Defense Style system. This component also updates Rasaad to use the new system.
(All other components of this mod require this component to be installed.)
EXPANDED RACE OPTIONS
This component allow races other than Humans to become Monks.
- Monk: Any race
- Sun Soul: Human, Half-Elf, Elf, Dwarf, Halfling
- Dark Moon: Human, Half-Elf, Elf, Half-Orc
MONK MULTICLASSES
(Yes, you read that right.) This component introduces 6 multiclass kits for Monks.
- Fighter/Monk, Cleric/Monk, Mage/Monk
- Illusionist/Monk (for Gnomes, if available)
- Fighter/Sun Soul Monk, Cleric/Sun Soul Monk
- Illusionist/Dark Moon Monk
(Note that this component does not do anything unless you install the Expanded Race Options component of this mod, another mod that allows Humans to multiclass, or another mod that opens up racial options for all classes.)
NEW KITS
This component adds four more Monk kits to the mix.
- Hin Fist Monks: members of the shorter races that rely on agility and discipline over size and brawn
- Shining Hand Monks: protectors of the Weave, skilled at fighting arcane casters
- Long Death Monks: sneaky assassins devoted to the idea of death
- Broken One Monks: resilient devotees of Ilmatar who protect the weak
If you installed the Monk Multiclasses component, you also get the following multiclass options:
- Fighter/Hin Fist Monk
- Mage/Shining Hand Monk
- Fighter/Long Death Monk
- Cleric/Broken One Monk
- Fighter/Broken One Monk
ITEM RESTRICTIONS PATCH
(This is provided for mod compatibility purposes). Install it once you have installed any mod that adds items, to ensure that the Monks from this mod follow the proper item restrictions.
A full readme is available on the Monastic Orders GitHub page.
INSTALLATION
Get the latest release from GitHub here, and extract to your game directory, then run the SetUp-MonasticOrders.exe and follow the command prompts.
KNOWN BUGS
A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it.
v0.4
- Multiclass monks receive the Set Snare innate ability.
- Dual-classing removes the Monk animations.
- The non-human Monk animations have slight graphical issues when wielding weapons.
CHANGE LOG
A list of all mod version changes is available here.
Version 0.42
- Changes to various Monk items to be usable by Thieves.
- Slight fix to IWDEE components (no multiclass kits right now).
Version 0.41
- Slight refinement of inter-component compatibility
- Added the Illusionist/Monk multi-class kit for Gnomes
Version 0.4
- Total feature overhaul (available on GitHub)
- Improved compatibility with mods and EET
- Removed the items component (for now)
Version 0.3 (available via the attached .rar)
- Fixed Shadowstep ability bug (discovered by @Draylyn).
- Added Polish translation (courtesy of @Cahir).
Version 0.2
- Renamed to Monastic Orders (of Faerun)
- Added IWD:EE compatibility
- Fixed a text string with the improve fists
- Fixed bugs with the fist progression
Version 0.1
- First public release as Monks Remastered
Ideas, criticism and comments always appreciated.
Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.
Monastic Orders of Faerûn (MO or MOoF) rebalances monk progression in order to provide viability at both low and high levels. It revises the three existing monks in an attempt to make them all balanced at all levels of play. It also adds four new Monk kits, inspired by various monastic orders throughout the Realms.
The current version of Monastic Orders (v0.4+) is designed to work with any of the released Enhanced Editions (BG:EE, BG2:EE, IWD:EE, EET). Many features of this mod rely heavily on the functionality added in the Enhanced Editions, and thus there are no plans to extend compatibility to the original games.
CORE REVISIONS
This component revises the Monk and its two kits (Sun Soul and Dark Moon) extensively, moving them to the Thief class, overhauling their class features, and making use of a modular Fighting and Defense Style system. This component also updates Rasaad to use the new system.
(All other components of this mod require this component to be installed.)
EXPANDED RACE OPTIONS
This component allow races other than Humans to become Monks.
- Monk: Any race
- Sun Soul: Human, Half-Elf, Elf, Dwarf, Halfling
- Dark Moon: Human, Half-Elf, Elf, Half-Orc
MONK MULTICLASSES
(Yes, you read that right.) This component introduces 6 multiclass kits for Monks.
- Fighter/Monk, Cleric/Monk, Mage/Monk
- Illusionist/Monk (for Gnomes, if available)
- Fighter/Sun Soul Monk, Cleric/Sun Soul Monk
- Illusionist/Dark Moon Monk
(Note that this component does not do anything unless you install the Expanded Race Options component of this mod, another mod that allows Humans to multiclass, or another mod that opens up racial options for all classes.)
NEW KITS
This component adds four more Monk kits to the mix.
- Hin Fist Monks: members of the shorter races that rely on agility and discipline over size and brawn
- Shining Hand Monks: protectors of the Weave, skilled at fighting arcane casters
- Long Death Monks: sneaky assassins devoted to the idea of death
- Broken One Monks: resilient devotees of Ilmatar who protect the weak
If you installed the Monk Multiclasses component, you also get the following multiclass options:
- Fighter/Hin Fist Monk
- Mage/Shining Hand Monk
- Fighter/Long Death Monk
- Cleric/Broken One Monk
- Fighter/Broken One Monk
ITEM RESTRICTIONS PATCH
(This is provided for mod compatibility purposes). Install it once you have installed any mod that adds items, to ensure that the Monks from this mod follow the proper item restrictions.
A full readme is available on the Monastic Orders GitHub page.
INSTALLATION
Get the latest release from GitHub here, and extract to your game directory, then run the SetUp-MonasticOrders.exe and follow the command prompts.
KNOWN BUGS
A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it.
v0.4
- Multiclass monks receive the Set Snare innate ability.
- Dual-classing removes the Monk animations.
- The non-human Monk animations have slight graphical issues when wielding weapons.
CHANGE LOG
A list of all mod version changes is available here.
Version 0.42
- Changes to various Monk items to be usable by Thieves.
- Slight fix to IWDEE components (no multiclass kits right now).
Version 0.41
- Slight refinement of inter-component compatibility
- Added the Illusionist/Monk multi-class kit for Gnomes
Version 0.4
- Total feature overhaul (available on GitHub)
- Improved compatibility with mods and EET
- Removed the items component (for now)
Version 0.3 (available via the attached .rar)
- Fixed Shadowstep ability bug (discovered by @Draylyn).
- Added Polish translation (courtesy of @Cahir).
Version 0.2
- Renamed to Monastic Orders (of Faerun)
- Added IWD:EE compatibility
- Fixed a text string with the improve fists
- Fixed bugs with the fist progression
Version 0.1
- First public release as Monks Remastered
Ideas, criticism and comments always appreciated.
Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.
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[MOD] The Power of Belief
The Power of Belief makes it possible for the Nameless One to become a Priest (while maintaining their Fighter, Mage and Thief levels).
The newest version of this mod is available on GitHub.
The Nameless One can gain access to the Priest class by speaking to Mourns-for-Trees after encountering them during Mebbeth's quest or by becoming a Disciple of Aoskar while talking to Aola. Should the Nameless One step off the path of faith, they can speak to either Mourns-for-Trees or Fall-from-Grace to resume progression in the Priest class.
The specialization bonuses are:
- 7th level: +1 Wisdom
- 12th level: +2 Wisdom, +1 Charisma, +10% Magic Resistance
The Priest specialiation tattoos, available from Fell, are:
- Tattoo of Belief: +1 Wisdom, +1 1st and 2nd priest spell slot. (Costs 3600 coppers; requires 7th level Priest Specialization.)
- Tattoo of the Hierophant: +3 Wisdom, Doubled 1st and 2nd level priest spells slots. (Costs 12000 coppers; requires 12th level Priest specialization.)
This mod is currently available in English, Russian (courtesy of Saigon1983), and Polish (courtesy of mstar).
- New divine spells.
- New spell acquisition methods (including alignment, factions, and quests).
- New items for Priests, including The Nameless One and Fall-from-Grace.
Features listed above will be pushed to the live version when I am satisfied with stability and behavior. If you have ideas for future updates to this mod, please let me know in the comments.
- Whenever the Nameless One changes between Fighter and Priest (e.g. switching their first active class between these two), there is a slight pause as the game determines the previous active class' experience. During this pause, you will enter cutscene mode, hiding the UI and preventing player input. Control will be returned upon conclusion of the xp check.
- If you get the Priest specialization bonuses, the game will still tell you that you have received the specialization bonuses for other classes. These should all be automatically counteracted via scripting (and some text explaining that specialization bonuses have been negated), but the display might be slightly confusing.
As with all of my mods, if you have any ideas, comments, or criticism, please do not hesitate to post in this thread.
The newest version of this mod is available on GitHub.
Features
This mod is being actively developed, and will be expanded as my free time permits. Currently, the mod consists of a few extra dialog lines that allow the Nameless One to become a Priest, specialization bonuses for reaching 7th or 12th level as a Priest, two new tattoos available only for a Priest-specialized Nameless One, and changes to a handful of Maces and Warhammers to make them usable by Priest Nameless Ones.The Nameless One can gain access to the Priest class by speaking to Mourns-for-Trees after encountering them during Mebbeth's quest or by becoming a Disciple of Aoskar while talking to Aola. Should the Nameless One step off the path of faith, they can speak to either Mourns-for-Trees or Fall-from-Grace to resume progression in the Priest class.
The specialization bonuses are:
- 7th level: +1 Wisdom
- 12th level: +2 Wisdom, +1 Charisma, +10% Magic Resistance
The Priest specialiation tattoos, available from Fell, are:
- Tattoo of Belief: +1 Wisdom, +1 1st and 2nd priest spell slot. (Costs 3600 coppers; requires 7th level Priest Specialization.)
- Tattoo of the Hierophant: +3 Wisdom, Doubled 1st and 2nd level priest spells slots. (Costs 12000 coppers; requires 12th level Priest specialization.)
This mod is currently available in English, Russian (courtesy of Saigon1983), and Polish (courtesy of mstar).
Upcoming Changes
I am currently working on the following features:- New divine spells.
- New spell acquisition methods (including alignment, factions, and quests).
- New items for Priests, including The Nameless One and Fall-from-Grace.
Features listed above will be pushed to the live version when I am satisfied with stability and behavior. If you have ideas for future updates to this mod, please let me know in the comments.
Technical Limitations
I am aware of the following inconsistencies and do not believe there are ways to prevent them, as much of the class system in PSTEE is hardcoded.- Whenever the Nameless One changes between Fighter and Priest (e.g. switching their first active class between these two), there is a slight pause as the game determines the previous active class' experience. During this pause, you will enter cutscene mode, hiding the UI and preventing player input. Control will be returned upon conclusion of the xp check.
- If you get the Priest specialization bonuses, the game will still tell you that you have received the specialization bonuses for other classes. These should all be automatically counteracted via scripting (and some text explaining that specialization bonuses have been negated), but the display might be slightly confusing.
Want to Help?
I am looking for BAM editors/artists and translators. If you are either of these and want to help with the development of this mod, please send me a private message.Feedback
If you encounter any bugs while using this mod, please let me know.As with all of my mods, if you have any ideas, comments, or criticism, please do not hesitate to post in this thread.
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