This mod is a compilation of tweaks and fixes for Icewind Dale 2, correcting the numerous power imbalances between classes, between spells, and between items. It also fixes a lot inaccurate and incomplete descriptions. The mod changes over 150 spells and over 300 items. semiOverhaul doesn't radically upend IWD2 gameplay; sorcerers will still be great bombers and clerics will still be great healers. But they no longer utterly outclass other character builds, and warriors in particular will be much more viable. This is what the changes look like:
--Class Revisions--
This component dramatically rebalances the game to make warriors and rogues much more viable, while slightly nerfing some aspects of the typical powergaming classes (clerics, sorcerers, and druids). This component is most balanced when combined with the Spell Revisions component.
Barbarians: Barbarian rage now grants immunity to fear, hopelessness, stun, paralysis, sleep, and unconsciousness. Also, Barbarians get an additional 1- physical damage resistance for every 1 level after level 20, instead of every 3 levels.
Bards: The Lingering Song exploit is now closed, but bard songs are now more convenient, and all of them have practical uses (even the Song of Kaudies). They're also spread out over more levels so bards no longer reach their peak at level 11. All songs last for 5 rounds and do not stack unless otherwise specified:
Level 1: The Tale of Currant Strongheart: +1 to hit and damage and immunity to fear
Level 5: Tymora's Melody: +1 luck, +2 to saving throws and rogue skills
Level 10: The Siren's Yearning: All enemies must make a Will save or be stunned for 1 round or until they take damage (allies also have a 10% chance of being affected). All creatures, including allies, also suffer a cumulative -1 penalty to their Will saves for 10 rounds, every round.
Level 15: The Song of Kaudies: All allies are affected by the Blink spell for 1 round (enemies have a 50% miss chance on party members, while the party have a 20% miss chance and 20% spell failure).
Level 20: The War Chant of Sith: +3 generic armor bonus, physical damage resistance of 5/-, and 5 HP healed every round
Level 25: The Ballad of Three Heroes: +5 spell resistance, 5- resistance to all forms of magical damage, and the effects of the Tale of Curran Strongheart, Tymora's Melody, and the War Chant of Sith.
Clerics: Clerics, druid, and mages all use the same spell tables; they gain spell slots at the same rate. Also, Painbearers of Ilmater do not get Pain Touch or Symbol of Pain. Those spells are replaced by Soothing Touch (2d8 HP healed, cures poison, bleeding wounds, and pain effects) and Mist of Eldath.
Druids: Druids get new shapeshifting spells, more interesting than the vanilla game but less overpowered than the Tweaks mod:
Level 5: Werebadger
Level 7: Viper
Level 9: Hook Horror
Level 11: Rhinoceros Beetle
Level 13: Shambling Mound
Level 15: White Half-Dragon
Level 17: Red Half-Dragon
Level 19: Blue Half-Dragon
Level 21: Black Dragon
The druid shapeshifting feats are also changed. They now allow druids to shapeshift into Will o' Wisps, Treants, and a swarm of insects as in the Creeping Doom spell.
Rogues: Rogues get +1 luck every 4 levels. They won't have the sustained damage output a warrior has, but they'll be able to land some very wicked sneak attacks (luck in IWD2 increases the chance of a critical hit).
Monks: Monks now get much faster and more accurate unarmed attacks. Monks also get Abundant Step at level 10, a teleportation effect (which can break the game if you abuse it!).
Fighters: Fighters get Maximized Attacks every 5 levels, and now the fighter-exclusive Weapon Specialization feats give +5 to hit and damage. All warriors get better saving throws and stronger attacks.
Rangers: Rangers get more spell slots, and they get them at lower levels. They are also able to use Set Natural Snare every 10 levels, which snares enemies for 5 rounds on a failed Reflex save. Set Natural Snare is much more effective than in the original game; the save DC now improves by 1 for every level and will work reliably even in Heart of Fury mode.
Paladins: Paladins get more spell slots, and they get them at lower levels. Paladins get an additional casting of Lay on Hands every 5 levels.
Sorcerers: Sorcerers get slightly slower spell growth and slightly slower access to new spell picks. They will no longer hit their peak at level 20 and then experience near-zero growth.
--Spell Revisions--
This component significantly strengthens many underused spells while slightly weakening the most powerful options. It also switches some spells to lower or higher levels and grants some spells to classes that previously could not cast them. Listing all the changes would take too long, but here are a few examples:
1. Spells that have hit dice limits will now work on higher-level critters. The Sleep spell can now work on higher-level targets (though the effect is weaker and offers a save) and Power Word Kill will instantly slay a single target on a failed save at -4.
2. Spells that give random bonuses are now consistent. Bull's Strength, Eagle's Splendor, and Cat's Grace give a +3 bonus without fail; Champion's Strength gives +7.
3. Some spells have been changed to scale with levels. Poison now deals more damage at higher levels, and Tortoise Shell is harder to break down at higher levels.
4. Some spells grant smaller bonuses, but allow them to stack. Shield now grants a shield bonus and stacks with bracers of armor, while Spell Resistance stacks with a creature's innate and item-based resistances.
5. Spells that made each other redundant have no been diversified. Symbol of Hopelessness and Symbol of Stunning now have different uses.
6 Some spells have been changed to be more user-friendly. Vampiric Touch no longer requires an attack roll, and Chant no longer disables spellcasting.
7. Overpowered spells have received reasonable nerfs. Chromatic Orb now stuns for one round instead of paralyzing for many rounds at higher levels (which made them a death sentence for most critters, but useless against undead and the like) and Skull Trap is now level 4.
8. Underpowered spells like Horror and Power Word Sleep have had their save DCs changed to make them more reliable, while others have been moved to lower levels or been given entirely new effects. Flaying is now a level 5 spell instead of level 8, and Lich Touch now grants some undead-style immunities to the caster.
9. Many spells are available to more classes, but take up higher-level spell slots. Druids can now cast Moon Motes at level 2, clerics can now cast Call Lightning at 5, and mages can now cast Spell Resistance at level 6.
Newly available spells include Mental Domination, Righteous Wrath of the Faithful, Spook, Dimension Door, Lutzaen's Frequent Jaunt, Translocation Trick, and Protection from Magic Energy.
--Item Revisions--
This component rebalances numerous items in IWD2, including some that only show up in Heart of Fury mode or as random drops. It also updates many incomplete spell descriptions, including save DCs for on-hit effects.
--Better XP Progression--
In most RPGs, you gain levels at a roughly constant level over the course of the game. In IWD2, though, you gain XP and levels slower and slower as you progress in the game, which is the biggest reason why the late game is so much less fun than the early game. This is because many enemies are rigged to be a lower challenge rating than their actual level. By the time you're in the Severed Hand, you might be fighting critters that are level 17 but have a challenge rating of 9!
This component fixes that. Now, all critters except for summons (who normally give no XP) have a challenge rating precisely equal to their level. Few early game enemies will not be affected, but midgame and endgame enemies will now grant XP appropriate to the challenge they pose.
--Faster Dragon's Eye and Lord Pyros' Domain--
Dragon's Eye and the time paradox questline in Lord Pyros' Domain have long been the low point of IWD2, with massive amounts of backtracking, numerous plot triggers with few clues to indicate where you're supposed to go, and very little reward for the immense amount of time you have to invest in the game just to get through it. This component allows you to avoid all of that nonsense and proceed directly to the Fields of Slaughter, if you want to.
First, it rigs the door at the bottom of Dragon's Eye that leads to Lord Pyros' Domain to be unlockable (normally it can only be opened by fulfilling all other quest requirements and then filling all the basins with wyvern poison). High STR, a high Open Locks skill, or a Knock spell will let you force the door open. You can therefore spend as much time in Dragon's Eye as you want and then go straight to the exit.
Second, it rigs the north exit from Lord Pyros' Domain (not the exit you unlock during the questline, but the exit NORTH of that one) to lead directly to the Fields of Slaughter, instead of back to Dragon's Eye. Once you're in Lord Pyros' Domain, you can skip the Temporal Stasis quest just by going back from where you came. This will also skip Nickademus' favor.
You can still complete all of these quests normally if you want to; this just gives you the option of skipping everything.
--More Potions for Oswald--
Healing potions are plentiful in IWD2, but other types of potions are extremely rare despite not being overpowered. This gives 3 copies of every non-healing potion to Oswald, plus a single copy of every permanent stat boost potion in the game. The latter are very expensive, though, and you likely won't be able to afford very many until later in the game.
This mod is most balanced when installed on top of other mods like Light of Selune, Tweaks for IWD2, and Tactics4IWD2, but it also works on its own. Much of the credit for the inspiration for this mod goes to the makers of those three mods, which provided the groundwork for this mod and the changes it makes.
--Class Revisions--
This component dramatically rebalances the game to make warriors and rogues much more viable, while slightly nerfing some aspects of the typical powergaming classes (clerics, sorcerers, and druids). This component is most balanced when combined with the Spell Revisions component.
Barbarians: Barbarian rage now grants immunity to fear, hopelessness, stun, paralysis, sleep, and unconsciousness. Also, Barbarians get an additional 1- physical damage resistance for every 1 level after level 20, instead of every 3 levels.
Bards: The Lingering Song exploit is now closed, but bard songs are now more convenient, and all of them have practical uses (even the Song of Kaudies). They're also spread out over more levels so bards no longer reach their peak at level 11. All songs last for 5 rounds and do not stack unless otherwise specified:
Level 1: The Tale of Currant Strongheart: +1 to hit and damage and immunity to fear
Level 5: Tymora's Melody: +1 luck, +2 to saving throws and rogue skills
Level 10: The Siren's Yearning: All enemies must make a Will save or be stunned for 1 round or until they take damage (allies also have a 10% chance of being affected). All creatures, including allies, also suffer a cumulative -1 penalty to their Will saves for 10 rounds, every round.
Level 15: The Song of Kaudies: All allies are affected by the Blink spell for 1 round (enemies have a 50% miss chance on party members, while the party have a 20% miss chance and 20% spell failure).
Level 20: The War Chant of Sith: +3 generic armor bonus, physical damage resistance of 5/-, and 5 HP healed every round
Level 25: The Ballad of Three Heroes: +5 spell resistance, 5- resistance to all forms of magical damage, and the effects of the Tale of Curran Strongheart, Tymora's Melody, and the War Chant of Sith.
Clerics: Clerics, druid, and mages all use the same spell tables; they gain spell slots at the same rate. Also, Painbearers of Ilmater do not get Pain Touch or Symbol of Pain. Those spells are replaced by Soothing Touch (2d8 HP healed, cures poison, bleeding wounds, and pain effects) and Mist of Eldath.
Druids: Druids get new shapeshifting spells, more interesting than the vanilla game but less overpowered than the Tweaks mod:
Level 5: Werebadger
Level 7: Viper
Level 9: Hook Horror
Level 11: Rhinoceros Beetle
Level 13: Shambling Mound
Level 15: White Half-Dragon
Level 17: Red Half-Dragon
Level 19: Blue Half-Dragon
Level 21: Black Dragon
The druid shapeshifting feats are also changed. They now allow druids to shapeshift into Will o' Wisps, Treants, and a swarm of insects as in the Creeping Doom spell.
Rogues: Rogues get +1 luck every 4 levels. They won't have the sustained damage output a warrior has, but they'll be able to land some very wicked sneak attacks (luck in IWD2 increases the chance of a critical hit).
Monks: Monks now get much faster and more accurate unarmed attacks. Monks also get Abundant Step at level 10, a teleportation effect (which can break the game if you abuse it!).
Fighters: Fighters get Maximized Attacks every 5 levels, and now the fighter-exclusive Weapon Specialization feats give +5 to hit and damage. All warriors get better saving throws and stronger attacks.
Rangers: Rangers get more spell slots, and they get them at lower levels. They are also able to use Set Natural Snare every 10 levels, which snares enemies for 5 rounds on a failed Reflex save. Set Natural Snare is much more effective than in the original game; the save DC now improves by 1 for every level and will work reliably even in Heart of Fury mode.
Paladins: Paladins get more spell slots, and they get them at lower levels. Paladins get an additional casting of Lay on Hands every 5 levels.
Sorcerers: Sorcerers get slightly slower spell growth and slightly slower access to new spell picks. They will no longer hit their peak at level 20 and then experience near-zero growth.
--Spell Revisions--
This component significantly strengthens many underused spells while slightly weakening the most powerful options. It also switches some spells to lower or higher levels and grants some spells to classes that previously could not cast them. Listing all the changes would take too long, but here are a few examples:
1. Spells that have hit dice limits will now work on higher-level critters. The Sleep spell can now work on higher-level targets (though the effect is weaker and offers a save) and Power Word Kill will instantly slay a single target on a failed save at -4.
2. Spells that give random bonuses are now consistent. Bull's Strength, Eagle's Splendor, and Cat's Grace give a +3 bonus without fail; Champion's Strength gives +7.
3. Some spells have been changed to scale with levels. Poison now deals more damage at higher levels, and Tortoise Shell is harder to break down at higher levels.
4. Some spells grant smaller bonuses, but allow them to stack. Shield now grants a shield bonus and stacks with bracers of armor, while Spell Resistance stacks with a creature's innate and item-based resistances.
5. Spells that made each other redundant have no been diversified. Symbol of Hopelessness and Symbol of Stunning now have different uses.
6 Some spells have been changed to be more user-friendly. Vampiric Touch no longer requires an attack roll, and Chant no longer disables spellcasting.
7. Overpowered spells have received reasonable nerfs. Chromatic Orb now stuns for one round instead of paralyzing for many rounds at higher levels (which made them a death sentence for most critters, but useless against undead and the like) and Skull Trap is now level 4.
8. Underpowered spells like Horror and Power Word Sleep have had their save DCs changed to make them more reliable, while others have been moved to lower levels or been given entirely new effects. Flaying is now a level 5 spell instead of level 8, and Lich Touch now grants some undead-style immunities to the caster.
9. Many spells are available to more classes, but take up higher-level spell slots. Druids can now cast Moon Motes at level 2, clerics can now cast Call Lightning at 5, and mages can now cast Spell Resistance at level 6.
Newly available spells include Mental Domination, Righteous Wrath of the Faithful, Spook, Dimension Door, Lutzaen's Frequent Jaunt, Translocation Trick, and Protection from Magic Energy.
--Item Revisions--
This component rebalances numerous items in IWD2, including some that only show up in Heart of Fury mode or as random drops. It also updates many incomplete spell descriptions, including save DCs for on-hit effects.
--Better XP Progression--
In most RPGs, you gain levels at a roughly constant level over the course of the game. In IWD2, though, you gain XP and levels slower and slower as you progress in the game, which is the biggest reason why the late game is so much less fun than the early game. This is because many enemies are rigged to be a lower challenge rating than their actual level. By the time you're in the Severed Hand, you might be fighting critters that are level 17 but have a challenge rating of 9!
This component fixes that. Now, all critters except for summons (who normally give no XP) have a challenge rating precisely equal to their level. Few early game enemies will not be affected, but midgame and endgame enemies will now grant XP appropriate to the challenge they pose.
--Faster Dragon's Eye and Lord Pyros' Domain--
Dragon's Eye and the time paradox questline in Lord Pyros' Domain have long been the low point of IWD2, with massive amounts of backtracking, numerous plot triggers with few clues to indicate where you're supposed to go, and very little reward for the immense amount of time you have to invest in the game just to get through it. This component allows you to avoid all of that nonsense and proceed directly to the Fields of Slaughter, if you want to.
First, it rigs the door at the bottom of Dragon's Eye that leads to Lord Pyros' Domain to be unlockable (normally it can only be opened by fulfilling all other quest requirements and then filling all the basins with wyvern poison). High STR, a high Open Locks skill, or a Knock spell will let you force the door open. You can therefore spend as much time in Dragon's Eye as you want and then go straight to the exit.
Second, it rigs the north exit from Lord Pyros' Domain (not the exit you unlock during the questline, but the exit NORTH of that one) to lead directly to the Fields of Slaughter, instead of back to Dragon's Eye. Once you're in Lord Pyros' Domain, you can skip the Temporal Stasis quest just by going back from where you came. This will also skip Nickademus' favor.
You can still complete all of these quests normally if you want to; this just gives you the option of skipping everything.
--More Potions for Oswald--
Healing potions are plentiful in IWD2, but other types of potions are extremely rare despite not being overpowered. This gives 3 copies of every non-healing potion to Oswald, plus a single copy of every permanent stat boost potion in the game. The latter are very expensive, though, and you likely won't be able to afford very many until later in the game.
This mod is most balanced when installed on top of other mods like Light of Selune, Tweaks for IWD2, and Tactics4IWD2, but it also works on its own. Much of the credit for the inspiration for this mod goes to the makers of those three mods, which provided the groundwork for this mod and the changes it makes.








