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[v1.98] Shadow Magic

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SHADOW MAGIC

  • Link to mod page at my site: https://artisans-corner.com/shadow-magic/
  • Note: this mod is only compatible with versions 2.0+ of BG:EE, BG2:EE and IWD:EE.
"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 MAGIC MAIN COMPONENT

The Shadow Adept 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 a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, 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. INTELLIGENCE: Bonus spell slots WISDOM: Increased spell duration CHARISMA: Bonus saving throws and elemental resistance – Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light, permanently gaining 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. – 4th level: May use the Shield of Shadows ability once per day. SHIELD OF SHADOWS: The shadow adept surrounds self with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at 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. – 6th level: May use Find Shadow Familiar. This ability is only available to the protagonist. FIND SHADOW FAMILIAR: The shadow adept may, once in their lifetime, bind a creature from the Plane of Shadow to them permanently, sacrificing four points of Constitution (which gradually recovers over several weeks) to summon a shadow familiar. – 14th level: May use the Shadow Double ability once per day. SHADOW DOUBLE: The shadow adept creates a copy of 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: – Suffers a -2 penalty to casting speed and caster level while in daylight. – -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

OPTIONAL: ALTERNATE SPELL COSTS

This required subcomponent allows the installer to choose the resource cost that Shadow Weave magic uses. The options are:
  1. Drain Constitution (cost = spell level, lasts 3 rounds)
  2. Current Hit Points (cost = spell level*2)
  3. Maximum Hit Points (cost = spell level*2, lasts 6 rounds, current hit points do not recover)
  4. No cost

SORCERER KIT: SHADOW DISCIPLE

The main component also adds the Shadow Disciple kit, the sorcerer variant of the shadow adept with the same abilities.

BARD KIT: NIGHTSINGER

The main component also 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 their 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 a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, they are 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. They permanently gain infravision and immunity to blindness. - +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 themselves with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting their 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 themselves 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: – Suffers a -2 penalty to casting speed and casting time while in daylight. - -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 Lawful Neutral, True Neutral, Chaotic Neutral or Neutral Evil.

ITEM PACK

The main component also adds several 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. Bear in mind that the quest component is required for a few of the items to show up in-game in BG:EE.

FAMILIARS

The shadow adept has 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. Familiars and their abilities may be viewed here.

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 adept is gifted with the ability to see in the dark even better than in light. They permanently gain 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. Their 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: 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.

[MOD] High Power Baldur's Gate v2.2.2

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High Power Baldur's Gate Version 2.2.2

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High Power Baldur's Gate gives a variety of new abilities to party members as well as most other creatures in the game, and makes many changes to items, spells, quests, encounters, and other aspects of the game. The mod aims to make Baldur's Gate 1 feel new and interesting, like it was when you first played it! The main changes: More abilities! In High Power Baldur's Gate, everyone in the game, from fighters to diviners, from kobolds to zombies, has their own abilities that make them different from everybody else. Many of these abilities are very powerful: in this mod, you get to play with abilities that are normally reserved for high-level characters, like attacking ten times per round, stopping time, getting critical hits on every attack, or casting multiple spells per round. But the mod is balanced such that these abilities don't make the game too easy, so enjoy using them! You get these kinds of abilities right from the beginning of the game. After you create your characters, they get their own set of new abilities. Different classes and different kits have different abilities. NPC party members do not get these class and kit-based special abilities. Instead, each NPC has their own unique abilities. Kivan, for example, has increased vision range, so he can shoot enemies before they see him. Dynaheir counts as six levels higher for purposes of determining the power of her spells, so she can launch four Magic Missiles with one spell at level 1. Khalid is permanently hasted. All the NPCs have cool stuff like this. The reason these crazy powers don't make the game too easy is because enemies throughout the game now have their own crazy powers. Monsters in High Power Baldur's Gate are far more interesting to fight than they are in the unmodded game. No longer do most enemies just walk up to you and attack you. Instead, each kind of monster has their own tricks that you'll have to adapt to. There will be plenty of surprises. The same goes for all the minor characters in the game. The mod fleshes out the abilities of each minor character, even giving some individual minor characters their own signature abilities and spells, like "Zordral's Corrosive Breath" or "Ragefast's Duplication." Nearly every spellcaster in the game is given a unique AI and set of spells. In this mod, characters are just as badass as they claim they are. Zal really is the fastest dart thrower, capable of throwing ten darts per round. That guard in the Cloakwood Mines really is going to give you a world of hurt. More interesting items! The magic items in Baldur's Gate 1 are normally pretty boring. Most of the top-tier weapons in the game are +2 weapons with no abilities. This mod does something about that. It modifies a large number of items in the game, including generic +1 and +2 weapons, to make them more interesting and unique. (Enhancing items also enhances enemies that use those items. An enemy might wield these axes and use Critical Strike to get a critical hit on each attack.) Additionally, the mod adds a lot of new items to the game. Some of them are original; others were taken from Baldur's Gate 2, Icewind Dale, or Planescape Torment. The mod spread cool items throughout the stores in the game so that almost every shop sells something interesting. Although some of the new items are quite powerful, they do not obsolete the original items, since the mod also powers up the original items. The mod increases the rewards from many quests. Now more quests will reward you with unique items you can't get anywhere else, rather than just a small amount of gold or a weak magic item. The mod also places lots of stat-increasing manuals and tomes throughout the game, mainly in the hands of enemies. There are enough of them to get one or two party members to 25 in all stats by the end of the game. Don't worry: having 25 in all stats won't be overpowered in this mod. More interesting spells! Some of the spells in Baldur's Gate 1 are useless or almost useless, so this mod makes them better. The mod adds over 40 spells from Icewind Dale, as well as over 70 new spells! And various other things! I've made a lot of other little changes: I've moved items around, added new encounters here and there, put new monsters into the game, and more. Additional components Aside from the main component, which installs most of the changes in the mod, there are currently 29 optional components that tweak things such as spells, rules, and kits. You can find descriptions for all of them in the readme. Reasons to try out this mod: - Since the NPCs all have very different powers, the game can play very differently depending on which NPCs you have in your party. - The variety of interesting abilities granted to the player characters, as well as the diverse selection of equipment, allow for all sorts of different builds. - You have great leeway in determining the power level of your party. The mod enables you to change the experience cap and/or have your party start the game at a higher level. The mod has a very flexible difficulty; starting at a higher level will not make the game too easy, but it's still beatable if you start at level 1. - This mod makes the game feel new and different. You never know what creatures, encounters, or items you'll come across in the next stretch of wilderness. You can't rely as much on prior knowledge of the game. Lastly, the mod is just plain fun. I made this mod because I was bored with the unmodded game and I wanted to spice it up. Tips for playing this mod: - For the first playthrough, play on Normal difficulty. - I recommend installing the component that gives additional experience to the PC at the beginning of the game, and setting the experience given to 10000 or 20000. - When exploring the wilderness, always have a character scout ahead in stealth or invisibility. That way, they will know what enemies are up ahead and your team can prepare for battle without as much metagaming. - Watch out for doppelgangers. They appear very early in the game in this mod and they deal a lot of damage in melee. If you fight a doppelganger, don't let it get near you. Change Log: [spoiler] v2.2.2: - The game should no longer crash when selecting a spell for a sequencer. - I fixed a few errors in spell descriptions. v2.2.1: - New spell: Jump (1st-level spell that allows a creature to jump over obstacles). - I added a few more scrolls for some of the new spells to the game. v2.2.0: - I fixed more of the problems that were causing the game to crash a lot. - The mod should now be compatible with Sword Coast Stratagems by @DavidW . First install High Power Baldur's Gate, then install SCS. - Creatures that previously had my own attack AI now have vanilla attack AI so that SCS will modify those creatures. - I made sure spellcasters given unique scripts by this mod will not have vanilla spellcasting AI, so that SCS will not modify them. - I gave phase spiders a special attack AI that accommodates their new teleport ability (High Power Baldur's Gate makes phase spiders teleport to their destination whenever they move). - Icharyd now has fewer Hit Points but higher physical resistances (previously the Improved Ulcaster component of SCS actually decreased Icharyd's max HP from what I had set it to). Icharyd's ring has been moved somewhere else in the game. - Davaeorn now puts on some defensive buffs before the fight; I thought he already did but it seems like he didn't. - Tazok once again has his Fist Breath ability, but the breath cone isn't as wide. - I revised the final battle so that if you also have the SCS Improved Final Battle component installed, Sarevok will have both the abilities from HPBG and all the changes to the fight from SCS. - Effects that increase the power of a character's healing spells now work correctly, as do effects that give a penalty to saves made against a character's spells. - The Gloves of Healing now increase the power of the wearer's healing spells. - The Avenger wyvern form's attack now properly deals poison damage. - Meteor Swarm no longer causes knockback, as this had been crashing the game. - The spell Null Healing will now prevent regeneration. - There is now a scroll of Extend Vision in the game. - Mordaine no longer crashes the game when she dies. - Pride now wields Durlag's Pride rather than a shortsword +1. - The Black Vultures have been removed from the game. - I've changed some NPC powers. - The mod now gives new powers to Ellyrian, a custom NPC by @CaloNord. - The mod now gives new powers to Helga, a custom NPC by @Skitia. v2.1.0: - The game should crash much less often. - The mod now gives new powers to creatures in the Rough World mod. - Certain items that deal a non-physical damage type (e.g. Storm Star) now deal extra non-physical damage from Strength and other damage bonuses. - Birds no longer glow green, and you will be less likely to get random "you may not save at this time" messages in areas with birds. v2.0.3: - I fixed a problem from v2.0 that had crashed the installer if Siege of Dragonspear wasn't installed. v2.0.2: - Birds no longer fly away from their selection circle when the game is reloaded. v2.0.1: - Areas with birds are safe to save in. v2.0: - I improved most of the starting powers for PCs and put in a bunch more abilities. - PCs now start with new passive effects depending on their class and kit, not just innate abilities. - I overhauled the powers of many NPCs. - Arkanis, Canderous, Deder, Mordaine and Osprey now have their own unique powers, as well as soundsets taken from Icewind Dale and Baldur's Gate 2. - Many mod NPCs will gain their own unique powers. - PCs will get their starting powers even if they joined the party after Candlekeep (e.g. if you created a PC in the middle of a multiplayer game). In addition, mod NPCs who haven't been assigned unique abilities will get the starting powers for their kit (or the starting powers for their base class if they have a custom kit) rather than getting nothing. - Over 30 custom kits will now get their own unique starting powers. - I created over 70 new mage and priest spells that can be learned by the party. - Over 40 spells from IWD:EE can now be learned by the party. - Various items have been added throughout the game. - Various magic items have been removed from the game, mainly to reduce the amount of vender trash you get. - Various items have been modified or rebalanced. - The mod now gives new powers to creatures in some quest/encounter mods, including the Baldur's Gate NPC Project, Northern Tales of the Sword Coast, Shadow Magic, and Extra Expanded Enhanced Encounters. - Many bugs have been fixed throughout the game. - Expect plenty more surprises. - High Power Baldur's Gate is now compatible with Project Infinity. - Four new components: ⦁ Allow Arkanis, Deder, Osprey, Mordaine, and Canderous to be taken outside of Candlekeep ⦁ Increase the rate at which warriors and bards get proficiency points ⦁ Let non-warrior Constitution HP bonuses continue past 16 Constitution ⦁ Modify shorty save bonuses - The component Modify Fighting Styles now implements bonuses for up to five stars in each weapon style, and it allows any character who could normally get the highest level of proficiency in a fighting style (3 stars for Two-Weapon Style, 2 stars for the others) to reach five stars in that style. - I split the component that moves Eldoth, Quayle and Tiax to early-game locations into 3 components, one for each character. - Birds can now be interacted with as creatures. - Wyverns and other airborne creatures can now fly over impassable areas while outside. - Shadows and other spectral undead can now go through walls. - Gaze attacks are now released as cones in front of the creature, and they only have an effect on characters looking at the creature. - Squirrels no longer constantly switch places with enemies. - Cows have a much cooler Great Leap ability. - Phase Spiders have a better teleport ability. - Spiders are now animals, with the exception of Wraith Spiders, which are undead. - The Flaming Fist are tougher than they were before. - Ankhegs should be less annoying. They are now divided into three categories: Light Ankhegs, Heavy Ankhegs, and Arcane Ankhegs. - Greater Death Shades and some spiders have been weakened. - Ochre Jellies and Fission Slimes now have more reasonable attacks. - Powerful generic enemies like Battle Horrors and Skeleton Warriors no longer drop stat-increasing books. - Helmed Horrors, Battle Horrors, Doom Guards, Dwarven Doom Guards, Invisible Stalkers, and the Doomsayer no longer have 99% damage resistances, but they have more hit points. - The mod now lets characters gain over 127% or under -128% damage resistance. Also, creatures won't have their spells interrupted by damage they're immune to. - Wizard Detect Evil is now Detect Creatures, which displays the name of each creature in the area and for a brief moment lets you see where each creature is. - Cleric Detect Evil is now Detect Alignment, which displays the alignment of each creature in the area. - Identify Creature now tells you the target's stats. - Repulse Undead is now Circle of Repulsion, which creates an area that pushes back enemies that try to enter it. - Dimension Door is now a 1st-level spell. - Polymorph Self now lets you choose forms with really cool abilities: a lesser basilisk, an ankheg, a troll, a phase spider, or a winter wolf. - Polymorph Other and most similar spells and items now last 8 hours. - Minor Sequencer now properly allows you to store more than 3 spells. - Oracle now lets you know the name of the spell an enemy just started casting. - Protection from the Elements is now Absorb Elements, which grants 200% resistance to fire, cold and electricity. - Protection from Energy is now Absorb Energy, which grants 200% resistance to fire, cold, electricity, acid, magic fire, magic cold, and magic damage. - Effects that improve unarmed THAC0 and/or damage now also affect magical unarmed attacks such as Shocking Grasp, as well as certain shapeshift weapons. - Many magical unarmed attacks such as Shocking Grasp will have a more powerful effect on a critical hit or a backstab. - Ranger Charm Animal now lasts 8 hours and can be cast instantly. - Paladin Detect Evil is now a passive ability that can be turned on and off. - All druid shapeshift forms now have powers reflecting the powers those creatures have. - Some of the evil Bhaalspawn powers have been changed. - All PC Bhaalspawn powers now have 0 casting time. - Many offensive class abilities (e.g. Kai, Poison Weapon, Stunning Blow) can now be used as a free action so you can use them alongside another ability. [/spoiler] Compatibility: Since the mod gives unique starting abilities to each kit, it should give starting abilities to custom kits as well. If your PC is one of the following kits, they will get their own starting abilities, usually based on the abilities of that kit. Alchemist by @semiticgod Arcane Archer (fighter and fighter/mage versions) by @AionZ Archer (fighter and paladin versions) by @semiticgod Chaos Sorcerer by @argent77 Charlatan by @Raduziel Dreamwalker Shaman by @Ulb Lost Druid by @zupsky Mercenary by @Raduziel Militia Officer by @Raduziel Pale Master by @AionZ Red Soul and Green Soul by @semiticgod Seducer by @semiticgod Shadow Magic Kits by @AionZ Shapeshifter Fighter by @semiticgod Storm Caller Shaman by @Ulb Sword Dancer by @semiticgod War Hulk by @semiticgod Warhorn Shaman by @AionZ Warlock by @AionZ Witchlight Shaman by @LavaDelVortel Since the mod gives unique powers to NPCs, it is only fair for mod NPCs to also gain unique powers. If you have one of the following NPC mods installed, this mod will give them their own powers. Aura by @AionZ Drake by @AionZ Ellyrian by @CaloNord Emily by @Skitia Finch by @Bons Gavin by @berelinde Helarine by @Jackkel_Dragon Helga by @Skitia Indira by @Ghreyfain Ishlilka by @WarChiefZeke Isra by @Rhaella Kale by @Skitia Korax by @semiticgod Mur'Neth by @Andyr Sirene by @AionZ Tenya by @Coutelier Valerie by @Tempest Verr'Sza by @LavaDelVortel Vienxay by @Skitia Vynd, Littlun, Flara, Moidre, and Dave by @Glam_Vrock White by @LavaDelVortel Will Scarlet O'Hara from Northern Tales of the Sword Coast by @Aurelinus The mod also gives powers to enemies in certain quest/encounter mods. BG1 NPC Project by the BG1 NPC Project Team BG1 Unfinished Business by icelus, SimDing0, Ascension64, devSin, Idobek, CamDawg, SixOfSpades, and Echon Extra Expanded Enhanced Encounters by WithinAmnesia Northern Tales of the Sword Coast by Aurelinus Rough World by elminster Shadow Magic by AionZ Kit, NPC and quest mods must be installed BEFORE High Power Baldur's Gate for it to give powers to the content of those mods. Since this mod makes many changes to items and spells, it is currently not compatible with Item Revisions or Spell Revisions. NOTE: You MUST install EEex in order to play this mod. It's okay if you don't know much about EEex; just install it. EEex currently only works on Windows, so you will need to be on Windows to play this mod. Once you have EEex installed, to start the game you must click on EEex.exe, rather than Baldur.exe or SiegeOfDragonspear.exe.

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Imoen Romance V3.0 Release

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For now, i've set up a rapidgator link, soon it'll have a link from the imoen romance forums. http://rg.to/file/b8c9ef5fe2263b937b0b4d61c08a10b6/Imoen_Romance_-_v2.2.rar.html Fully tested on BG2:EE, installs on BG2 Vanilla, didn't test playthrough on that though.

Sequencers and contingencies in 2.5

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Anyone have the manual (not weidu) instructions for adding new sequencers. I think it required changes to some lua or ui file that got changed, my old ones no longer work.

[v1.51] Emily, a Half-Elf* Archer for BG:EE + SoD

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Introduction

Meet Emily, an Archer all the way from Tethyr. Making the journey to meet her birthmother, the closing of the road to Baldur's Gate unfortunately has impeded her journey.

In the meantime however, she is happy to make herself helpful in her party, sporting skills in ranged combat and the ability after her talks have progressed to create arrows for the party, though only a limited amount of special arrows can be crafted. She can also modify certain bows, though only once ever, so choose the ranged weapon you wish her to enhance wisely.

In BG:EE/SoD she can be pursued for a romance with best success by any tall male, while in BG2 there is no gender restriction, the race restrictions still apply (No dwarf, no halfling, no gnome).

Details

Race: Half-Elf*
Class: Archer or Arcane Archer
Alignment: Neutral Good

STR: 13
DEX: 18
CON: 14
INT: 14
WIS: 14
CHA: 16
Total: 86

*Emily's actual race is revealed later.

Mod Content

– One new party member using the Ranger Archer Kit
-Can select Arcane Archer or Arcane Archer/Wizard if the Artisan Kit pack is installed.
-Can Craft Arrows once per day after her fifth BG1 Talk, and enhance a bow once only.
– 9 friendship talks with the PC in BG1, 6 in SoD
– Banters with every BG:EE and SoD NPC
– A questline in BG1.
– A romance with any elf, half-orc, human, or half-elf male PC in Siege of Dragonspear (No gender restriction in BG2)
– Crossmod content with Sirene, Vienxay, Helga, Kale, and Recorder.
- Optional Music Soundtrack

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Q&A
Q: Is this mod compatible with EET?
A: Yes. (If for some reason it is not, let me know.)

Q: Will you merge this mod with the other four in a single download?
A: Currently this is difficult for BG1, as the first three were heavily traified, and share some file names with the same number scaling. This means a lot of renaming would be required to get the mod to work. Thus I would rather spend time developing content for BG2 than configuring them in one file. It's not an explicit no, but definitely low priority at best. The BG2 parts of these mod however, will be an all in one file with convenience in mind.

Q: When will the BG2 content be released?
A: I'm in planning stages at the moment, and will start writing/coding officially on the 1st. I'll make a thread on that date in the BG2 mod section where you can follow progress. My estimated time of completion is an ambitious March. That'd be the one year anniversary of my first three mods.

If you have other questions, post below and I will respond swiftly.
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Jastey's Ajantis Mods Thread

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Sir Ajantis NPC for BGII The modification introduces Ajantis, the known BG1 NPC, paladin of the Order of the Radiant Heart into BG2. With this modification Ajantis can be acquired as a member of the PC's group after the fight in the Windspear Hills (which was not changed by the mod principally). The player must then solve a quest to free Ajantis from Firkraag's ransom. This mod is compatible with original BGII, BGT, BGII:EE, and EET! Ajantis Forum at G3 Ajantis BGII Mod Page at G3 German Discussion Thread at Kerzenburgforum Download Sir Ajantis for BGII at Kerzenburgforum Download Sir Ajantis for BGII at G3 (with OSX and Linux versions) Ajantis BG1 Expansion For Tutu, BGT, BG:EE, and EET, the mod adds a friendship track and more romance content for the BG1NPC Project romance for Ajantis. Content-wise, the mod is meant as an addition to the BG1NPC project, but technically it can be installed and played without the BG1NPC project. For original BG1 (with TotSC), the mod adds a friendship track and the BG1NPC project romance for Ajantis. The original romance was slightly altered to adjust to the restrictions of the BG1 engine, although overall the content stayed the same. For BG:EE and EET there will be a second install option to use the existent BAM for Ajantis' shield (green dragon on golden back), if BG1NPC is installed. Ajantis Forum at G3 Ajantis BG1 Mod Page at G3 German Discussion Thread for Ajantis BG1 at Kerzenburgforum Download Ajantis BG1 at Kerzenburgforum Download Ajantis BG1 at G3 (with OSX and Linux versions) Ajantis Portrait Pack The Mod gives a choice of custom portraits for Ajantis. The Ajantis Portrait Pack is compatible with BG1, TotSC, BGT, Tutu, BG:EE, BGII:EE, and EET. It detects the game install automatically. For the BGII part of the game, the portrait is meant for the Sir Ajantis NPC for BGII mod, but can be installed independently. NOTE: For all games, the portraits have the same naming convention as the BG1 default portrait since with v15 and up, the Sir Ajantis for BGII mod uses the game portrait (which is also present in all BG2 games). This means, that if you installed an Ajantis portrait from another source the same portrait will be used as well in the BGII part of the game without need of further action. Many thanks to the artists for granting permition to include them as alternatives for Ajantis: Amaurea, Azguz aka Azze, berelinde, Casul, Catlepha, Miloch, Plasmocat, Senka and wonnimchunha! Have a look at the portraits in the Portrait Gallery! Ajantis Forum at G3 German Discussion Thread at Kerzenburgforum Download Ajantis Portrait Pack at Kerzenburgforum Download Ajantis Portrait Pack at G3 (with OSX and Linux versions)

Edwin Romance now also EET compatible!

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Edwin Romance

Edwin Romance is a Weidu mod for Baldur's Gate II that allows the player to carry out a romantic relationship with Edwin Odesseiron, that insulting Thayvian wizard wearing red.

An additional optional component for the romance is a new epilogue for romanced and redeemed Viconia, of a less tragic kind than the original one. Note that this will in no way affect the Edwin romance in itself, so if you prefer Viconia's original epilogue, simply bypass this component upon installation.

This package includes the entire Edwin Romance (SoA+ToB), and is compatible with BGII, BGT, BGII:EE, and EET!


With Laufey's blessing, the Edwin Romance mod was updated to v2.08 with EET compatibility, bugfixes, and optimized scripting!
The mod is now also compatible with Imoen4Ever.

v2.08 Beta 1 is still a beta version, please let us know if you encounter any problems.


Read the Readme

Visit the Forum

Download at SHS

Download from official GitHub Mirror at SpellholdStudios


Changes in v2.08 Beta 0.1:

- EET compatibility added.
- Fixed mistyped "Myself" in redlich.baf.
- (All BWPFixpack fixes integrated.)
- Removed "Edwin sound fix" dialogue with True() trigger.
- Added SUPPORT tag with link to the Edwin Romance forum.
- Component "Edwin Flirts" will be deinstalled automatically if the main romance component is deinstalled.
- added Inparty(), See(), CombatCounter(0), !See([ENEMY]), !StateCheck("Edwin",CD_STATE_NOTVALID) to script blocks where appropriate
- added "romance kill" script blocks for Rasaad, Dorn, Hexxat's romances
- removed redundant triggers from the dialogues
- morning after dialogue: will fire directly after wakeup
- PC should not have to sail to Brynnlaw immediately when talking to Aran if Edwin's quest is finished (fixed misplaced A_T_T)
- optimized dialogue patching (no more REPLACE to EdwinJ and Degard.dlg)
- tree of life and final solar talk interjection compatible (no more skipping of other NPCs, no accidental call of the original Edwin interjection in romance case)
- no romance dialogues should be missed (romance dialogues scripted like Kulyok's "How to ensure your banters always run when you want them to"
- compatibility with Imoen 4 Ever added
- new lines translated by: Austin (Russian), angel_c4 (Chinese), Cykuta (Polish)
- Polish, Russian, Chinese: English version for missing tra files added
- Update to WeiDU v246.

[v1.3.5] OlvynSpells: 81 New Spells for BG:EE, BG2:EE, IWD:EE and EET

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Version 1.3.5

Download

This mod adds up to 82 new spells to the game, which can be learned by spellcasters like any other spell. A lot of these spells are really cool, letting you do things you've never been able to do before. For example, here's the 2nd-level spell Ghostwalk, which lets you move a short distance through a wall:

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And here's an 8th-level spell that lets you reverse gravity:

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The mod also adds scrolls for the new mage spells throughout BG:EE, BG2:EE, and IWD:EE. There's no one store that sells all the scrolls (though big magic stores will sell a decent number of them); rather, you'll find them in various places over the course of the adventure.

I recommend installing EEex before installing this mod, because many of the new spells require EEex to work. Those spells won't be added to the game is EEex is not installed. EEex is currently Windows-only.

A few of the new spells are quite overpowered (like Enoll Eva's Duplication, which causes every spell you cast for the next 5 rounds to be cast twice), so the mod gives you the option not to add the really powerful spells to the game.

Here is a list of all the spells. I don't want to spoil what all the spells do, but you can guess what some of them do. Spells marked with a P will not be added to the game if you chose not to install the really powerful spells.
New Priest Spells:
1.
Snake's Swiftness (Druid/Ranger/Shaman)
Hex (Evil Druid/Ranger/Shaman) - Requires EEex
Hunter's Mark (Ranger only)
2.
Beast Sense (Druid/Ranger/Shaman) - Will not be added if B Spells is installed
Fiery Link (Druid/Ranger/Shaman)
Null Healing (Non-good Cleric/Paladin)
3.
Call Water Weirds (Druid/Ranger/Shaman) - Will not be added to IWD:EE
Shortening (Cleric/Paladin) - Requires EEex
Fire Curse (Druid/Ranger/Shaman) - Requires EEex
Healing Curse (Cleric/Paladin)
Guardian Magic (Paladin only) - Requires EEex
4.
Disarm (Cleric/Paladin)
Forest's Blessing (Druid/Ranger/Shaman) - Will not be added to IWD:EE
Turn Creature (Cleric/Paladin)
Wall of Fire (Druid/Ranger/Shaman)
5.
Prolongment (Cleric/Paladin) - Requires EEex, P
6.
Drown (Druid/Ranger/Shaman)
Antiharm Shell (Cleric/Paladin) - P
7.
Power Word, Heal (All divine casters)
Nonrandom Zone (Lawful Cleric) - P
Colossal Growth (Druid only, HLA)
Enhance Attribute (All divine casters)

New Mage Spells:
1.
Disruptive Surge (Wild Magic)
Inertia (Alteration)
Summon Kobold (Conjuration) - Will not be added if Spell Revisions is installed
Dimension Door (Alteration) - Will not be added if Spell Revisions is installed
Jump (Alteration) - Requires EEex
Hex (Enchantment) - Requires EEex
2.
Power Word, Pull (Conjuration)
Ghostwalk (Alteration)
Power Word, Push (Abjuration)
Intoxicate (Enchantment)
Null Healing (Necromancy)
Specific Spell Immunity (Abjuration) - Requires EEex
3.
Bounce Spell (Abjuration)
Fly (Alteration) - Requires EEex
Displacement (Illusion)
Terror (Necromancy)
Control Slime (Enchantment)
Legend Lore (Divination)
Glyph of Spell Storing (Abjuration)
4.
Wall of Fire (Evocation)
Phantasmal Killer (Illusion)
Ghoulish Feast (Necromancy)
Backstab Sequencer (Illusion)
Redirect Spell (Alteration) - Requires EEex
Copy Spell (Conjuration) - Requires EEex, P
Linked Portals (Conjuration)
5.
Life Transfer (Necromancy) - P
Absorb Spell (Abjuration)
Ball Lightning (Evocation)
Major Mirror Image (Illusion)
Skeleton Horde (Necromancy)
Commando Conjuration (Conjuration)
Missile of Patience (Evocation) - P
Ethereal Jaunt (Alteration) - Requires EEex
Slime Drop (Conjuration)
6.
Isaac's Greater Missile Storm (Evocation)
Freeze Inanimates (Alteration)
Greater Nightmare (Enchantment)
Spellshaping: Fireball (Alteration, Evocation) - Requires EEex
Slaying Sequencer (Necromancy) - Requires EEex, P
Mass Charm (Enchantment)
7.
Mass Cast (Alteration) - Requires EEex, P
Far Sequencer (Divination)
Protection from Time Stop (Abjuration) - P
Stygian Ice Storm (Conjuration)
Death Trigger (Necromancy) - Requires EEex
Critical Sequencer (Enchantment)
8.
Enhance Attribute (Alteration)
Globe of Invisibility (Illusion)
Otto's Irresistible Spin (Enchantment) - Requires EEex
Recurring Contingency (All) - Requires EEex, P
Omnipresence (Alteration) - P
Extend Vision (Divination) - Will not be added if B Spells is installed
Sphere of Reversed Gravity (Alteration) - Requires EEex
False Life (Necromancy)
Enslave (Enchantment)
Polar Ray (Evocation)
9.
Perfect Invisibility (Illusion)
Mass Domination (Enchantment)
Attain Perfection (Alteration)
Vampiric Feast (Necromancy)
Mass Sequencer (Evocation) - P
Enoll Eva's Duplication (Alteration) - Requires EEex, P
Executioner's Eyes (Divination)
Phantasmal Dragon (Illusion)


Download

Area Cheats Made Easier (BGEE)

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As far as I know no one else has done this at this point. Its possible someone else has already done this, but I threw together a mod for myself to make it easier to jump between major areas. As many of you know, with the console active you can hit control + space and then click on different SoD areas to jump between the areas on the list. This mod just expands the existing list to include some BG original areas. Rather than organizing them by area code (which is how SoD handles it) I've chosen to organize them by area in the game. In BG1 especially these don't necessarily correspond. To install just throw one of the lua files (found in these zip files) into in your override folder. Users who have only BGEE installed put the M_k9BGEE.lua file in your override folder (this version is not yet tested) Users who have SoD installed put the M_k9SoD.lua file in your override folder Anyone who wants to use this as part of a UI compilation is free to do so. Anyone who wants to edit this and come out with their own version is free to do so. Some credit would be appreciated but is not necessary. On that note I used Dudleyville as a source for this. Sample

[Mod] Ascalon's Questpack (Kerzenburgforum)

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Ascalon's Questpack From the readme: During the course of the game one is often inspired with smaller or bigger ideas for side-quests or stories that take place parallel to the story of the bhaalspawn. This modification is a collection of my (Ascalon's) ideas: Several quests or differing dimensions. Some are humorous, others of the tragic kind. There are puzzles and combat challenges. Several require a diplomatic touch. A few are race- and class-specific. The mod adds quests to both BG1 and BGII. It can be installed directly to BG:EE, BGII:EE, EET, BGT, Tutu (w TotSC), and BGII. CONTENT Baldur's Gate I: - A Job Well-Paid What happens when adventurers are a bit too eager to spend their first big money? Travel to Beregost to find out. - A Feast for the Gnolls It was supposed to be a romantic picnic, but then everything went wrong. Look for Mrs Wellstone in Nashkel and help the poor woman find her son. - The Great Carlini Once a gnome's scientific curiousity has been stirred there is nothing that can stop him. Not even the spell that once cost the archmage Carlini hist life. Look for Ygnatius in the Friendly Arm Inn (he is hard to miss). - Fangirls True fangirls stay true to their idols, just like Cindy, Mandy and Ashley in the north-western part of Baldur's Gate... - A Home for the Gibberlings What does an artist create when out of ideas? Trouble, lots of trouble, considering what Gerlado the Splendiferous in the central part of Baldur's Gate has been up to recently. - The Lost Son All the half-elf Aphriel wanted was to lay down her bow in favour of a simple life. But then everything changed. Meet her in the bandit camp after dealing with the guards. - Of Wolves and Men Aiwell the mage has barred her doors - from the outside. Find out why near High Hedge. - Flopsy An epic tale of honour, friendship and bunny-rabbits. - The Serpents of Abbathor A mysterious dwarven kult is recruiting along the Sword Coast and heroes are in great demand! At the moment only te BG 1 part is complete. Loot Mulahey's corpse or travel to the south-west part of Baldur's Gate to get started. Baldur's Gate II: - A Halfling among the Eyeless Who will help Mrs Lawner to find her missing son? Download from official Download Site Download from Jastey's GitHub

[mod] Tales of the Deep Gardens

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Tales of the Deep Gardens, one of my first mods, is a quest mod that let you discover new, quite weird and unique place. It's also the very first project from my Colours of Infinity mod series. The mod is available for all BG2 platforms. Tales of the Deep Gardens allows players to travel through a new land, deep under Faerun; a realm of mystery, dream, Colourful Essences and riddles. Talk to people who may not even see you, try to find the answers to obscure riddles, fight with Living Colours and gather 10 Colours to leave the Gardens. But remember, Dreamer, that this place is something more than just a chain of caves... It may be a Dream you'll not want to wake up from... Thank to some help I received from other modders, the mod was just updated and now should work even better. Colours of Infinity download section

[MOD] Isra NPC for BG:EE, BGT & TuTu released!

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Platform: BG:EE, BGT & TuTu And for our final release this 12 Days of Christmas, we have a new paladin NPC from Rhaella, author of Adrian and Ninde ToB, for BG:EE/BGT/TuTu! Isra is a follower of Sune Firehair, the goddess of love, beauty, and passion, and the only chaotic aligned deity to sponsor paladins. As such, she isn't necessarily what you might expect of a paladin. She associates with some of the most mirthful churches in the Realms, so for the most part, she lacks the solemn edge that's so common for the class. She definitely still believes in honor, discipline, and order, but she tends to value the courtly aspects of the code of conduct more highly than the demands of duty. As a result, she's usually pretty willing to ignore harmlessly chaotic behavior (not evil behavior, though). Isra is Amnish, most recently from Crimmor, the Caravan Capital of Amn. She's a squire with the Sisters and Brothers of the Ruby Rose, and you can find her in the Nashkel Mines region, trying (with no success whatsoever) to resolve Prism's legal difficulties. Aid her in protecting him from Greywolf, and she'll be happy to help you investigate the mines. Make sure you recruit her before clearing them, however. They pose enough of a threat that she'll be willing to take action first and seek permission later; otherwise she'd feel obligated to return south to her order instead of gallivanting off with strangers. She won't join the company of an evil PC under any circumstances. She won't be rude about it, but she does have the magic to tell. She also won't stick around if your reputation drops below 6. Download link Forum link

Anyone have a list of compatible mods that work with EET?

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Ok so I'm going to start playing BG 1 and 2 again. I have achievements that need finished. First i need to ask is if anyone knows a good list for compatible mods for EET and which gets installed prior and after and second does anyone have a load order list that is current so I can install the mods in the right order that I have no issues. Thank you.

[MOD] Original-esque Spell Icons for IWD:EE

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In Icewind Dale: Enhanced Edition, spells in the spell select menu have stone icons, similar to the icons in Baldur's Gate and the other enhanced editions. But in the original Icewind Dale, the spell icons don't have that stone look.

This mod brings the spell icons in IWD:EE closer to the original. Some icons are also recolored or replaced with icons more similar to the original. You can see some screenshots here:

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[MOD] Test Your Mettle!

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Test Your Mettle!

A mod for BG2:EE and EET (Enhanced Edition Trilogy) that provides you with a unique dungeon crawling experience.

Download: Spellhold Studios, GitHub (35 MB)

Readme


Overview

This mod provides you with a whole new adventure where you can explore new areas, meet exotic races, uncover a devious plot, or simply enjoy battle with an endless stream of monsters.

The adventure starts in the Planar Sphere in Athkatla's Slum District, where you may encounter new victims of Lavok's planar travels. The result of the encounter will enable you to access a dungeon that has been tailor-made for the intrepid adventurer.

Note: This mod requires BG2:EE or EET, patched to version 2.0 or higher.

Components

1. Test Your Mettle! (requires BG2:EE or EET, patched to 2.0 or higher)

This is the main component. It installs many new areas, creatures, items, spells and everything else needed for a unique dungeon crawling experience. Moreover, this component restores the spell "Spacewarp", which is based on cut content from BG2. It can be acquired as a mage or priest spell in the course of the adventure.

2. Reduce experience for killing monsters (requires the main component)

As the monsters you may encounter in the dungeon are numerous, you will quickly gain a lot of experience that could make your party too powerful to enjoy the rest of the game. This component allows you to reduce XP from killing monsters by different amounts, or remove XP altogether. Unique monsters or creatures encountered outside the dungeon are not affected.

3. Make "Spacewarp" available to stores (requires the main component)

This component adds the mage spell "Spacewarp" to a small number of stores for sale. In "Shadows of Amn" it can be purchased from Ribald's special store in the Adventurer Mart, that becomes available in chapter 6. In "Throne of Bhaal" it is available from Lazarus Librarus' Arcana Archives in Saradush or Amkethran as well as from Karthis al-Hezzar, who can be found in the wilderness between Saradush and the Forest of Mir.

Screenshots:

The adventure: [spoiler]image image image [/spoiler]

The new spell: [spoiler]image image [/spoiler]


[v3.0] Glam's NPC Pack for BG:EE, BGTutu and BGTrilogy! 4 new NPCs inside!

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WHAT IS THIS?
Glam's NPC Pack includes the original Vynd, Drow Assassin NPC mod as well as four brand new NPCs, all of whom will interact with each other and the classic Baldur’s Gate cast. Each one includes a friendship track and an array of player-initiated dialogue, with more options opening up as the game progresses.

You want quests? This time we got ‘em! Three of the four new characters come with their own personal missions, which must be completed to unlock all their player-initiated dialogue, plus a final, loyalty-inspired talk in the endgame.

You want loot? There’s plenty of new and unique items to be had; some supplied with the characters, others found through their quests, or just indiscriminate slaughter. Hoard them all!

You want romance? Nope. Sorry.


WHO ARE THEY?

LITTLUN PLUNKETT
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“I don’t necessarily like shooting people. Some people just need shot.”

When asked about her past, Littlun proudly informs you of how she was taken in as a baby by a tribe of elves, who raised her as one of their own. However, while she is very much a product of the wilds, the mechanical, rapid-fire crossbow she carries is the work of her long-deceased father, once a master craftsman and wandering scholar. She is a walking contradiction, a juxtaposition of untamed nature and advanced technology.

Race: Halfling
Class: Archer
Alignment: Neutral Good
STR: 13
DEX: 18
CON: 16
INT: 12
WIS: 14
CHA: 12
Proficiencies: Crossbow, Axe, Dagger

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VYND
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“Why leave? Because in the Underdark, there are mind flayers, beholders and aboleths. Up here, there are sheep. And trees. So I weighed things up and I thought, you know what? How bad could a little sunburn possibly be?”

When asked about his past, Vynd wonders aloud how you'd feel if some nosy bastard you barely know asked for your life story. You've pieced together that he's not new to the surface world, and he left the Underdark by choice. Beyond that, he remains a mystery. A snide, abrasive mystery.

Race: Drow
Class: Assassin
Alignment: Neutral Evil
STR: 16
DEX: 19
CON: 15
INT: 16
WIS: 10
CHA: 11

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MOIDRE
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“Violence is a fact of life, war is a corpse mill, and blood is red juice that stains. I won’t put out my eyes to see glory where there is none.”

When asked about her past, Moidre says little, which you've quickly come to realise is normal for her. Her helmet, which she refuses to remove even when ordered, hides her countenance from the world, and her voice rarely wavers from its flat inflection, making her as easy to engage with as a brick; however, her intense discipline marks her as something more than common sellsword.

Race: Dwarf
Class: Dwarven Defender
Alignment: Lawful Neutral
STR: 18/87
DEX: 15
CON: 19
INT: 11
WIS: 10
CHA: 6
Proficiencies: War Hammer, Sword & Shield Style

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DAVE
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“See, killing a Talassan is easy for you. Same way killing a Helmite is easy for us. But killing Joe Such-and-Such, who it turns out grew up in same town as you and makes wood carvings on his days off and still misses his mum sometimes...that's not easy. Not for anyone.”

When asked about his past, Dave chuckles and says it's not the past you should be interested in, but the present. Born to a single mother in a quiet village, Dave seems to have joined the church of Talos on a whim, for there was no outside force, nor troubled childhood, nor deranged power-hunger to compel him. Despite this, he expresses no doubts or regrets over his chosen path, and refuses to be swayed from it.

Race: Human
Class: Priest of Talos
Alignment: Chaotic Evil
STR: 13
DEX: 16
CON: 12
INT: 12
WIS: 18
CHA: 14
Proficiencies: Flail/Morning Star, Sling

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FLARA
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“Perhaps there are beings as wise as dragons, or as strong, or as majestic, but never all three. We are second to gods, and only some even then.”

Before you even had the chance to ask about her past, Flara insisted she was once a powerful red dragon, who is now trapped in human form. This may be true, or it may not; she can offer no concrete explanation for how such a predicament came about, nor does she recall much of her time before it. Nevertheless, the air around her ripples with heat, and her fiery breath is difficult to argue with, though not as much as her temperament.

Race: Human(?)
Class: Dragon Disciple
Alignment: Chaotic Neutral
STR: 17
DEX: 9
CON: 15
INT: 18
WIS: 13
CHA: 15
Proficiencies: Dagger

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WHERE DO I FIND THEM?
DAVE: Beregost, near the obelisk
FLARA: Nashkel, Belching Dragon Inn
LITTLUN: Bear River (Area N of Gnoll Stronghold), southwest corner
MOIDRE: Beregost, Red Sheaf Inn
VYND: Beregost, Burning Wizard Inn


DO THEY FIGHT WITH OTHER NPCS?
Only Vynd and Kivan will come to blows, and it can be prevented by talking to Vynd before things escalate too far.


ANYTHING ELSE?
Flara and Moidre must be recruited before completing the Nashkel mines! If they haven't been in the party before chapter 3, they'll disappear.

While it is intended that none of these characters (except Littlun) care about the party’s reputation, this feature still doesn’t work in the Enhanced Edition. If you want to use them all together, I recommend installing the Happy Patch component of the Tweaks Anthology. It’s okay. You’re not breaking the rules.

While Moidre is neutral, she responds best to a high reputation. If you want to get the most out of her, be good.

Keep Gorion’s letter! Having it in your inventory unlocks some additional player-initiated dialogues for each character.

Don’t tell Vynd you love him. You’ve been warned.


WHAT IF I JUST WANT VYND?
Vynd is the same snarky drow he always was, and aside from his interactions with the new NPCs, nothing’s changed. If you’ve played or intend to play the Vynd mod by itself, don’t worry. You’re not missing anything.

[MOD] Planetouched Races

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Mod no longer supported. Spawned from the discussion here: https://forums.beamdog.com/discussion/49575/bringing-tieflings-adding-other-planetouched-races-later-to-bg1-2-iwd1-wip/p1 This mod adds Planetouched Races to BGEE and SoD. Currently, Tieflings and Aasimars are implemented. It is intended that Air Genasi, Earth Genasi, Fire Genasi, and Water Genasi will also be added. All races are based on the Planeswalker Handbook Planeswalker Handbook, 2nd Edition rules, and balanced for BGEE/SoD. To play as a Tiefling or Aasimar, select elf and then complete character creation as an elf. The Genasi subraces will probably branch off of Human. Tieflings
Carrying the taint of evil in their forms — and perhaps their very souls — tieflings are often persecuted and feared throughout the planes. The distant descendants of humans and evil outsiders, tieflings are regarded as twisted, devious, and untrustworthy. More often than not, this opinion is accurate.
Tieflings have the following traits:
  • +1 Intelligence, +1 Charisma, -1 Strength, -1 Wisdom; +1 Constitution, -1 Dexterity*;
  • Infravision;
  • 10% Resistance to Cold, Electricity, & Fire;
  • +2 saves vs. Death/Poison & Wands;
  • +2 Melee weapon damage Bonus**;
  • and +5% Find Traps, +10% Move Silently, +10% Hide in Shadows, & +5% Set Traps.
*Because the game treats Tieflings as renamed Elves, and Elves have +1DEX/-1CON, adjustments are made to bring them back to the human baseline before adjusting their other stats. **This is meant to help out Tiefling fighters. Because Tiefling fighters will never have greater than 17 Strength (this is Canon in the Planeswalker Handbook), a +2 to melee weapon damage will balance things out. Aasimars
Carrying the blood of a celestial, an aasimar is usually good-aligned and fights against evil in the world. Some aasimars have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.
Aasimars have the following traits:
  • +1 Strength, -2 Constitution, & +1 Wisdom;
  • Infravision;
  • +2 saves vs. Spells;
  • 10% Resistance to Magic;
  • and +10% Find Traps, +5% Move Silently, +10% Hide in Shadows, & +5% Set Traps.
Air Genasi coming soon Earth Genasi coming soon Fire Genasi coming soon Water Genasi coming soon The attached file is to be considered an alpha, as only 2/6 of the new races are added. This mod currently works with BGEE and SoD. It is NOT recommended to use this mod with BG2EE or IWDEE. One person already temporarily broke their IWDEE install. Thank you for choosing to use Planetouched Races! Change Log:
0.1: Original version 0.2: Fixed issue where choosing the "Aasimar Origin" ability didn't remove the "Tiefling Origin". 0.3: Reworked the spells so that there are no new spell.ids entries required.

[MOD] OlvynTweaks Version 1.2

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OlvynTweaks
Version 1.2 

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Here is a new tweak mod for your enjoyment! There are 24 components so far; install whichever ones you want!

Components:

Make quest experience divided among party members
Baldur's Gate 2's major quests tend to give a fixed amount of experience to each party member on completion, rather than giving a lump sum that is divided among party members. The problem with this is that a solo character will get no more experience for completing a quest than the individual characters in a party of six, even though the whole fun of soloing is about getting more experience than normal. This component makes it so that any time each party member would be given a fixed amount of quest experience, the game instead gives six times as much experience to be divided among party members.

Remove the limit of two proficiency points in a weapon at character creation
The whole point of fighters is that they can gain more proficiency points in a weapon than any other class (excluding special cases like Archers). Yet for some reason the IE games prevent a fighter from taking more than two points in a weapon at level 1, even though this means that a level 1 fighter will be no more skilled at using weapons than a level 1 ranger, paladin or barbarian. For the sake of giving fighters more of an identity, this component lets fighters take more than two proficiency points in a weapon at level 1. This component does not give fighters more proficiency points, so if they go for High Mastery at level 1 you can forget about giving them any other proficiencies.

Allow Shamans to move while dancing
I thought that the Shamanic Dance would be more interesting to use if the Shaman could move around. This component lifts the movement restriction of the Shamanic Dance, allowing the Shaman to move around at full speed while dancing.

Make it so that clerics and/or monks require only 160000 experience to get to level 9
In Baldur's Gate 1 (minus Siege of Dragonspear), Clerics can only reach level 8 because the level 9 experience requirement is over the experience cap. This means that they cannot ever cast 5th level spells in Baldur's Gate 1, even though Druids and Mages certainly can (with Sorcerers and Shamans it's okay that they can't cast 5th level spells in Baldur's Gate 1 because they have other major advantages). Spells like Flame Strike and Champion's Strength are impossible to cast in Baldur's Gate 1, even though you do encounter scrolls for these spells. Another issue with this is the fact that a single-classed Cleric does not have much of an advantage over a multi-classed Cleric in the long run, since both can obtain 4th level spells and no higher. By comparison, single-classed Mages and Druids can get 5th level spells, while multi-classed Mages and Druids can only get 4th level spells.

Monks also can only reach level 8, since they use the same XP table as Clerics. This means that they are locked out of the awesome fist upgrade they get at level 9 (which turns their fists into magical weapons for the first time in the game).

This component makes it so that Clerics and/or Monks (your choice) only require 160000 experience to reach level 9, putting it below the Baldur's Gate 1 XP cap. Otherwise, this component does not change their experience requirements: in order to get to level 10 as a Cleric or Monk, you will still need 450000 experience.

Give Monks a cooler Deflect Missiles ability
The current Deflect Missiles ability of Monks (which gives +1 AC vs. missiles every couple of levels) is boring and kind of pointless. Not only do you not know when your monk has deflected a missile (even if the missile doesn't hit the monk, for all you know they might have dodged it anyway even if they didn't have Deflect Missiles), it is at its weakest at the point in the game when there are the largest number of ranged enemies. Think about it: there are barely any enemies who use missile weapons in Baldur's Gate 2: Shadows of Amn or Throne of Bhaal, or Icewind Dale: Heart of Winter or Trials of the Luremaster. It is only early on in Baldur's Gate 1 and Icewind Dale that lots of enemies use missile weapons. At that point, Deflect Missiles only increases your monk's AC very slightly.

This component gives Monks a better and more interesting Deflect Missiles ability, based on the 3rd Edition version. With this component installed, Monks will automatically deflect the first missile that would hit them each round. If the missile is deflected, all the missile damage it would do is prevented, but any other damage still goes through (an Arrow of Fire still burns the monk's hand, an Arrow of Piercing still rips through the monk's hand for piercing damage, etc.).

Give Rangers the Tracking ability (from Throne of Bhaal) starting at level 1
The Tracking ability from Throne of Bhaal is kind of cool, albeit not that useful. But in Throne of Bhaal, Rangers can't get the ability until they reach level 18 and start getting HLAs. Since when can't a ranger track people until they reach level 18? That's something they should be able to do from the beginning (and in Icewind Dale, they CAN do it from the beginning). This component should be used in the Baldur's Gate games only. It adds the Throne of Bhaal version of Tracking (no Icewind Dale-style area text is displayed) to rangers and all ranger kits automatically as an innate, at-will ability starting at level 1.

Power Up Ranger Charm Animal
The Charm Animal ability of rangers is lame. Not only are there very few animals strong enough to be worth charming, even in the case of those animals that ARE worth charming, you're better off using the Ring of Animal Friendship, which does mostly the same thing as Ranger Charm Animal except it can be used many, many times and can be used by any class. A class-specific ability is pointless if it is overshadowed by an ability that any class can use. This component makes it so that the saving throw on Ranger Charm Animal becomes harder to resist the higher level the ranger is, with a -1 penalty on the save per ranger level, to a minimum of -10 for a level 10 ranger.

Turn Paladin Detect Evil into a passive ability that can be toggled on and off
Since there's not a huge benefit in using Paladin Detect Evil, I usually just forget about the ability. This component makes it so Paladin Detect Evil lets the paladin passively detect evil. While it's on, any creature that comes within 30 feet of the paladin will automatically glow red if evil. A creature will only be detected as evil once per 8 hours. Allies will not be detected regardless of their alignment (this way, if you have an evil party member, things won't get annoying - "YES, I KNOW VICONIA IS EVIL; OKAY, OKAY!").

Paladin Detect Evil can be turned on by using the Detect Evil ability and turned off with the End Detect Evil ability, which you gain after you turn it on.

Increase Wizard Slayer Magic Resistance
Wizard Slayers gain Magic Resistance way too slowly. At max level in Baldur's Gate 1, Wizard Slayers have 8% Magic Resistance, which is less than a third of the Magic Resistance a character could get by wearing the Cloak of Balduran (which Wizard Slayers can't use). That's just pathetic. This component makes it so that Wizard Slayers gain 5% Magic Resistance per level rather than 1%.

Make Assassin backstab multiplier increase faster
Assassins are supposed to be better at backstabbing people than regular thieves are. But in Baldur's Gate 1 they aren't, because their backstab multiplier does not increase beyond that of a regular thief until higher levels. This component makes it so that assassin's backstab multiplier increases every 3 levels after level 1 (at levels 4, 7, 10, 13, and 16), rather than every 4 levels after level 1 as for regular thieves and assassins in the base game. This allows them to reach a x5 backstab multiplier in Baldur's Gate 1, while regular thieves only reach x4.

Allow cursed scrolls to be used on enemies
Cursed scrolls are kind of pointless. They're just beginner's traps designed to screw with those players who don't know to identify magic items before using them. If you have identified them as cursed, there's no reason to do anything more with them (in most playthroughs, anyway). This component makes it so that cursed scrolls curse the target of the scroll, rather than the user of the scroll. This way, you can use a cursed scroll to curse an enemy!

Make creatures take up less space
Many creatures take up a lot of space, which means that they often get stuck in narrow passageways and are unable to go through; you've likely encountered plenty of situations where an enemy was too big to be able to go through a door. This component makes it so that most creatures take up less space than they did previously, making them less likely to get stuck in narrow passageways.

Notes: The space that a creature takes up is not the same thing as its selection circle size. This component does not makes creature's selection circles smaller. Also, this component messes with what creatures are considered "large creatures," so some creatures such as ogres that are normally considered "large creatures" (meaning, for example, that they are immune to Entangle and Web in Icewind Dale) are not large creatures anymore, though some even bigger creatures still are. This component does not make dragons take up less space, since they generally fight in wide open areas where they're not going to get stuck.

Make enemies change their attack targets more quickly
Many enemies have a tendency to keep chasing a single target recklessly, even if there are now better targets more nearby (this is especially common in Icewind Dale: Enhanced Edition). This component patches all scripts so that any action that would make a creature attack another creature continuously or for a long time instead makes them attack the creature for a short time. This component does not drastically overhaul creatures' AI, nor does it change which scripts creatures have, so it can be installed on top of other AI mods.

No Party Required area transitions
This component eliminates the "You must gather your party before venturing forth" conditions for all area transitions, with the exception of edge-of-the-map transitions common in Baldur's Gate 1 and 2. This allows you to send a single party member into an area that previously required your entire party.

Make it possible to enter the Nashkel Mines through the back cave entrance
I figured it might be cool to add a little more nonlinearity to the Nashkel Mines quest in Baldur's Gate 1. This component allows you to enter the Nashkel Mines using the cave through which you normally exit the mines. Doing this does not really break the plot aside from allowing you to enter the mines without permission from Emerson (which you could already do in the pre-EE game by teleporting past the guards with Dimension Door).

Make it possible to enter the catacombs beneath Candlekeep early
This component adds an entrance to the dungeon which you normally go through in Chapter 6 to escape Candlekeep. The entrance is outside in Candlekeep, at the same spot where the party normally exits from the dungeon; it's hidden behind some trees. This allows you to go through the dungeon, access the secret library, and raid the tombs as early as Chapter 2.

Note: This component makes it so that all plot-relevant creatures (e.g. doppelgangers, Prat, Diarmid) are removed from the areas if you enter before Tethtoril teleports you to the secret library in Chapter 6. Once that plot event has happened, the plot-relevant creatures will appear where they normally would, even if you've already been to the dungeon.

Make it so the Jacil and Wiven encounters aren't replaced by other quests
Normally in BG1, you can permanently miss the fight with Jacil if you start the Mendas quest before going to the Merchant's League Counting House. This means you don't get Jacil's Spear +2. This component makes it so that if you fight Ulf in the Counting House during the Mendas quest and Jacil hasn't been killed, Jacil and his blink dogs will appear and join the fight.

The component also moves the Wiven encounter (which could be permanently missed if you did Rasaad's quest first). Wiven is now located in an alley somewhere in Baldur's Gate.

Give Belhifet more reasonable immunities
Belhifet is notorious for having really ridiculous immunities. In Icewind Dale, Belhifet is completely immune to all magic. Even Bolt of Glory, which is supposed to be an anti-fiend spell, won't affect Belhifet, one of the few fiends in the game! That's just wrong.

The component affects any game that has Belhifet. With it installed, Belhifet doesn't have crazy immunity to magic; rather, he is merely as resistant as you'd expect a powerful fiend to be. He is immune to fire and resistant to cold, and he has great saving throws and 50% Magic Resistance (in the other game that has Belhifet, he will have 30% Magic Resistance on lower difficulties and 50% Magic Resistance on higher difficulties). But he's not immune to anything a mage could do to him.

Make Infravision actually do something
Currently, Infravision is basically useless. It is supposed to allow a creature to see in the dark, but creatures without infravision can see in the dark fine for some reason. All infravision does is make creatures glow red. This component lets you give a penalty to creatures without infravision when they are outside at night or in a dungeon. You can either choose to have this penalty be -4 THAC0, reduced visual range, or both. This component affects all creatures in the game. Many creatures such as kobolds that previously didn't have infravision now do. Although most monsters in the game end up with infravision with this component, there is still a common kind of enemy that doesn't have infravision: humans. Party members with infravision will have an advantage over enemy humans in the dark, but that advantage could go the other way depending on the situation and the party composition.

Note: The reduced visual range from this component might break enemies' AI, particularly if enemies don't have some sort of call for help AI. Use it at your own risk. The THAC0 penalty component should work fine, though.

Increase the speed of all creatures in the game (including party members)
This component makes everyone in the game - both enemies and party members - move faster. You can choose whether everyone's speed is doubled, tripled, quadrupled, or set to the maximum.

Add a different kind of chunked death animation
With this component installed, if a slain creature would be chunked, its corpse is sent flying into the air instead.

Modify Sneak Attack and Crippling Strike
If you have 3E Sneak Attack enabled, after you sneak attack an enemy, there is a delay of several rounds before that enemy can be sneak attacked again. This component lets you change that delay. You may either remove it or reduce it to one round.

Modify Fighting Styles
This component improves the four fighting styles, and allows characters to take up to five points in each style (only if the character could normally take 2 points in the style, or 3 points for Two-Weapon Style).

Here are the new fighting style bonuses:

SINGLE-WEAPON: This fighting style is for characters who do not wish to use a shield but want some bonus when using a one-handed melee weapon.

Proficient (1 slot): The wielder gets a +1 bonus to THAC0, a -1 bonus to Speed Factor, and the ability to score critical hits on a roll of 19 or 20 when using a one-handed weapon.

Specialized (2 slots): The wielder gets a +2 bonus to THAC0, a -2 bonus to Speed Factor, and the ability to score critical hits on a roll of 18 to 20 when using a one-handed weapon.

Master (3 slots): The wielder gets a +3 bonus to THAC0, a -3 bonus to Speed Factor, and the ability to score critical hits on a roll of 17 to 20 when using a one-handed weapon.

High Master (4 slots): The wielder gets a +4 bonus to THAC0, a -4 bonus to Speed Factor, and the ability to score critical hits on a roll of 16 to 20 when using a one-handed weapon.

Grand Master (5 slots): The wielder gets a +5 bonus to THAC0, a -5 bonus to Speed Factor, and the ability to score critical hits on a roll of 15 to 20 when using a one-handed weapon.


SWORD AND SHIELD: Anyone can pick up a shield and get its basic protection bonuses, but by spending slots on this fighting style, an adventurer can maximize the benefits received.

Proficient (1 slot): The wielder gets a +1 bonus to AC against all weapons, and an additional +2 bonus to AC against missile weapons.

Specialized (2 slots): The wielder gets a +2 bonus to AC against all weapons, and an additional +4 bonus to AC against missile weapons.

Master (3 slots): The wielder gets a +3 bonus to AC against all weapons, and an additional +6 bonus to AC against missile weapons.

High Master (4 slots): The wielder gets a +4 bonus to AC against all weapons, and an additional +8 bonus to AC against missile weapons.

Grand Master (5 slots): The wielder gets a +5 bonus to AC against all weapons, and an additional +10 bonus to AC against missile weapons.

NOTE: Despite the name of this style, any one-handed melee weapon in combination with a shield will receive the aforementioned bonuses.


TWO-HANDED: This fighting style allows the character to use a two-handed melee weapon and receive special bonuses.

Proficient (1 slot): The wielder gets a +2 bonus to damage rolls and a -1 bonus to Speed Factor.

Specialized (2 slots): The wielder gets a +3 bonus to damage rolls, a -2 bonus to Speed Factor, and the ability to score critical hits on a roll of 19 or 20 when using a two-handed weapon.

Master (3 slots): The wielder gets a +5 bonus to damage rolls, a -3 bonus to Speed Factor, and the ability to score critical hits on a roll of 19 or 20 when using a two-handed weapon.

High Master (4 slots): The wielder gets a +6 bonus to damage rolls, a -4 bonus to Speed Factor, and the ability to score critical hits on a roll of 18 to 20 when using a two-handed weapon.

High Master (5 slots): The wielder gets a +8 bonus to damage rolls, a -5 bonus to Speed Factor, and the ability to score critical hits on a roll of 18 to 20 when using a two-handed weapon.


TWO-WEAPON: This fighting style allows the character to use two melee weapons at the same time with fewer penalties. A character wielding two weapons without a slot in this fighting style would incur a -4 penalty to attack rolls with the main weapon and a -8 penalty with the off-hand weapon.

Proficient (1 slot): The wielder's penalties are reduced to -2 with the main weapon and -6 with the off-hand weapon.

Specialized (2 slots): The wielder's penalties are reduced to 0 with the main weapon and -4 with the off-hand weapon.

Master (3 slots): The wielder's penalties are reduced to 0 with the main weapon and -2 with the off-hand weapon.

High Master (4 slots): The wielder gets no penalties from wielding two weapons.

Grand Master (5 slots): The wielder gets no penalties from wielding two weapons and gets a +1 bonus to AC while doing so.

Replace the "I'm on it like ugly on an orc" quote with "I'm on it"
This component edits a quote I really hate from a BGEE soundset that I otherwise like.

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Mercenary Kit Idea?

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Crafting something a little different...

MERCENARY: Mercenaries are soldiers who sell their services to the highest bidder. Traveling great distances in harsh conditions for coin and fame, the mercenary is a man or woman who must master a variety of weapons and styles to satisfy his or her employer's needs.
 
Advantages:
- Begins Proficient (one slot) in Single-Weapon and Two-Weapon Style.
 
Disadvantages:
- May not exceed High Mastery (four slots) in any weapon class.

or

MERCENARY: Mercenaries are soldiers who sell their services to the highest bidder. Traveling great distances in harsh conditions for coin and fame, the mercenary is a man or woman who must master a variety of weapons and styles to satisfy his or her employer's needs.
 
Advantages:
- +1 bonus to hit when using a non-proficient weapon.
 
Disadvantages:
- May not exceed High Mastery (four slots) in any weapon class.

Thoughts?

Wizard Slayer Rebalancing for BG:EE and BGII:EE

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Per popular demand, the Wizard Slayer Rebalancing mod is now fully compatible with BG:EE and BGII:EE. Enjoy! :) Download location Readme Component 1: Wizard Slayer kit revision
WIZARD SLAYER: This warrior specializes in hunting down wielders of arcane magic. To that end, he conditions his body to resist magic and learns attack techniques that can disrupt arcane spellcasting. This rigorous training regimen requires the Wizard Slayer to forego the use of any magic items besides weapons, armor and healing potions. In addition, he must remain fully devoted to his cause and cannot pursue additional professions. Advantages: - Starts with 10% base magic resistance - Gains an additional +2% bonus to magic resistance for every level of experience - Gains the Disrupt Magic passive ability at first level - Gains the Shatter Magic ability at first level and every 8 levels thereafter Disadvantages: - Cannot use any magic items except for weapons, armor and healing potions - Cannot dual-class Disrupt Magic: Whenever a Wizard Slayer lands a successful hit on an arcane spellcaster the target is afflicted with a cumulative spell failure penalty. During the next 3 rounds, the victim has a 10% base chance to miscast any arcane spell plus 1% for every experience level the Wizard Slayer attains. This passive ability is always in effect. Shatter Magic: A Wizard Slayer can channel his innate magic resistance into his weapons in order to break through the magical defenses of arcane spellcasters. During the round when this ability is activated, each successful hit removes one combat and one specific protection from his target. However, this temporarily nullifies the Wizard Slayer's innate magic resistance making him vulnerable to magic during the next 2 rounds. Until his magic resistance recovers, the Wizard Slayer cannot use any special abilities that rely on it.
Component 2: Wizard Slayer High Level Ability revision
Reflect Magic (replaces Resist Magic) An experienced Wizard Slayer eventually learns to channel his innate magic resistance in a manner which allows him to reflect magic back to its source. For 3 rounds after this ability is activated, all spells targeted directly against the Wizard Slayer are redirected back to the original caster. However, this temporarily nullifies the Wizard Slayer's innate magic resistance making him vulnerable to any spells that are not directly targeted at him. This vulnerability takes effect when the ability is activated and persists for 3 rounds after it expires. Until his magic resistance recovers, the Wizard Slayer cannot use any special abilities that rely on it. Arcane Bane (replaces War Cry) An experienced Wizard Slayer can apply a special technique to his attacks making them extremely effective against wielders of arcane magic. For 2 rounds after this ability is activated he gains a +5 bonus to damage against all arcane spellcasters. Furthermore, the Wizard Slayer's attacks become so forceful that his opponents must save vs. death with a -4 penalty or lose one of their memorized spells on each hit.
Component 3: Revised Wizard Slayer item restrictions
This component slightly loosens the item restrictions that are normaly imposed on the Wizard Slayer. It can be installed in two ways. The "Minimal changes" option will allow the Wizard Slayer to use items which increase magic resistance, such as the Amulet of 5% Magic Resistance, Kaligun's Amulet of Magic Resistance, the Cloak of Balduran and the Potion of Magic Protection. In addition to everything mentioned above, the "Moderate changes" option allows the Wizard Slayer to also use items which provide protection from magic in some form, such as the Cloak of Mirroring, Belt of Inertial Barrier, Amulet of Spell Warding, Ring of Spell Turning, Potion of Magic Shielding and Potion of Magic Blocking.
Disclaimer Although I am a Beamdog/Overhaul developer this mod is completely unrelated to my work there. Please do not mistake this for an officially supported product. I have made this mod in my own free time and Beamdog/Overhaul does not support it.
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