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Welcome adventures. More Style for Mages finally arrives for BG2:EE, bringing you more style than ever before (ehm). But first things first. This mod is a BG2:EE counterpart of my older BG:EE mod
More style for mages: Ranged Wizard's Staffs, Circlets, Robe visual tweaks. As such these two mods are incompatible.
More style for mages for BG2:EE still consists of three parts, dealing with Wizard's Staffs, circlets and robe tweaks. The last two remain similar to what they were in BG:EE, but Wizard's Staffs changed a lot. In the following text, I describe each component of WeiDU installation (Oh, yes, there is only WeiDU this time, I could no longer do it without it.)
Add Staffs of Wizardry [BETA]This component adds 7 Staffs of different color variations into the store of Garlena, the helmite on the top of Watcer's Keep. She can be accessed from both SoA and ToB. These Staffs have both ranged and melee attacks and you can switch between them.
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As I said, Wizard's Staffs changed a lot. They are now called Staffs of Wizardry and are +3 weapons. But the main difference is, that I decided to expand an ambition of this mod a bit and include the problematic area of specialist mages. Each of the staffs can be further empowered, when its wielder reaches 250 000 XP in total, by clicking on a button "activate" in the item description screen. If it's wielded by a specialist mage, staff will be imprinted with his specialization, receiving additional school-based abilities (the list of abilities is below). When a pure mage activates the staff, he will be given a choice to either empower the staff universally, or to choose any specialization (including wild magic), which will turn him into the respective specialist and imbue the weapon with respective specialization. This is mainly to allow dual and multi-class mages to specialize in-game. Sorcerers can only choose to empower the staff universally.
Warning:Note that if you are dual-classing from a kit, you will loose that kit with all its powers and become a specialist, with original pure class. Also, when you become a specialist this way, all spells from the forbidden school will be erased from your spell book, and all your memorized spells will be drained in the process. So you better do this before resting. This doesn't apply to wild mage.
Activated staffs have following abilities:
[spoiler]Staff of Abjuration
- 15% chance of casting Spell Thrust, on successful hit
- can cast Minor Spell Turning once per day
Staff of Conjuration
- 15% chance of casting Summon Insect, on successful hit (like the priest spell)
- can cast Monster Summoning III once per day
Staff of Divination
- 15% chance of casting Know Enemy, on successful hit
Know Enemy: Lowers AC, THACO and saving throws at -4 each for 2 turns
- can cast Oracle once per day
Staff of Enchantment
- 15% chance of casting Hold Person, on successful hit
- can cast Domination once per day
Staff of Illusions
- 15% chance of casting Blackout, on successful hit
Blackout: Target is effected by Blindness and Deafness for two hours (Save vs. Spell negates the effect)
- can cast Shadow Door once per day
Staff of Invocation
- 15% chance of casting Lightning Bolt, on successful hit (only effects the target)
- can cast Cloudkill once per day
Staff of Necromancy
- 15% chance of casting Vampiric Touch, on successful hit
- can cast Animate Dead once per day
Staff of Alternation
- 15% chance of casting Slow, on successful hit
- can cast Teleport once per day (similar to Dimension Door, but is cast instantly)
Staff of Wild Magic
- 16% chance of casting one of the "on hit" spells of the other staffs, on successful hit
- can cast Wildstrike once per day
Wildstrike: All spellcasting of the target is effected by wild surges in next 5 rounds
Staff of Dragon Power
- 15% chance of casting Wing Buffet, on successful hit (throws target back, uncouscious for one round, 2d8+4 crushing damage)
- can cast Dragon Fear once per day
Dragon Fear: All enemies within 40 ft. Radius must Save vs. Spell with -4 penalty or flee in terror. Some creatures are immune to the effects of fear, including all undead.
Staff of Wizardry (Empowered)
- Wielder can memorize one extra 5th level spell[/spoiler]
All these abilities are subject to change, as I haven't tested how powerful of weak they would be in game. So I can change them based on your responses. Therefore, consider this component to be in BETA stage.
Add Staff of Wizardry custom inventory animationThis component has been rendered somewhat obsolete, because unlike BG:EE, there are now original inventory animations for these staffs, as the game uses the animation for the Staff of the Magi and Staff of Ram. Still, you can choose between the original, and the custom, that I made for BG:EE (See screenshot). If you install this component, custom will override the original, if you don't install, you will have the original.
Screenshots:
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[/spoiler]
Add circletsThese circlets are no longer within the game files, so I ported them from BG:EE. As the staffs, they are available in the store of Garlena, on the top of Watcher's Keep. Unlike BG:EE, circlets have original inventory animations.
Screenshots:
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[/spoiler]
Add robe tweaksThis component works exactly as in BG:EE. It lets you choose the visual type (no hood and no cape, no hood with cape, hooded with cape) for every robe in the game. You can change the animation through item abilities. New EE robes, as well as Robe of the Apprenti, will remain their original inventory icon with every change, but use original robes for icons in the items abilities menu.
With this component, you can choose if you want all robes with their original colorsets, or with no colorsets (see screenshots).
Add custom colorsets for Robes of Archimagi from "Mr. Pennyway's Cosmetic Changes" modThe only new component, which isn't in BG:EE mod, allows you to enjoy the custom colorsets for Robes of Archimagi made by
@Dee in his
Mr. Pennyway's Cosmetic Changes mod. They are also tweaked so you can change their visual type.
Screenshots:
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Extract the rar file below in the game's core folder (the one with a file "chitin.key" in it) and run "setup-MSFM.exe". All parts can be installed individually.
I hope you enjoy it.
Last but not least, this mod would not be what it is without help of
@KidCarnival and his ideas. Special thanks also goes to
@Anduin and his prowess in english grammar, which allows you to enjoy this mod without grammatical errors. And of course I must not forget to thank
@Dee for allowing me to incorporate his awesome colorsets to my mod.