Heart of Fury Mode was meant to be an "ultimate difficulty mode," but it wasn't very well executed. Its main feature is to give enemies extremely large HP bonuses, such that a regular orc could have about 100 hit points. This is bad because it makes fights very tedious. Most of playing Heart of Fury Mode consists of sitting around as your summoned creatures (which also get the extra HP) slowly kill the enemies.
This mod presents a more interesting "ultimate difficulty mode." It's not actually a difficulty setting, so it can be played on Normal, Insane, or even on Heart of Fury mode itself. Here are the main features:
* Battles are made tougher by giving enemies more powers (for example, Fire Beetles can breathe fire), adding more enemies in an encounter, giving enemies better AI (in some cases), and making enemies stronger all around, rather than simply by giving them lots of hit points.
When possible, the mod powers up enemies by improving their main ability. Trolls in this mod regenerate faster, bombardier beetles use their spray ability more frequently, sword spiders move super-fast and attack ten times per round, and shadows are like Strength-draining mind flayers (to say nothing about what the mind flayers are like).
* Items are powered up, like in Icewind Dale 2's Heart of Fury Mode.
Example items:
[spoiler]
[/spoiler]
* Summoned creatures are NOT powered up, so you can't rely on them. Some enemies will get special summoning spells that summon creatures that are powered up, though.
* The party will be powered up slightly. Player characters roll 8-20 for stats (as in Dark Sun), rather than 3-18.
(Keep in mind that enemies will also have stats like this)
The party starts the game with 30000 experience (divided among the party, so a smaller party will get more experience per character). Pomab sells some good magical equipment and scrolls, and the party starts with a lot of gold.
* Throughout the game items are added, removed, and switched around. There are new random item selections.
* Many spells are revised. The purpose of the spell revisions is primarily to strengthen weak spells (sometimes significantly), rather than to weaken strong spells.
The game will start off not too difficult - the goblins at the beginning of the game won't be much tougher than they are normally. But the game will get really hard really fast.
I've released the mod! Currently the mod only modifies the base game; don't play Heart of Winter with this mod installed right now.
You can download the mod here.
Tips:
- Do not play this mod on the game's regular Heart of Fury mode. The changes this mod makes to the game are separate from the regular HoF mode bonuses, so if you play on HoF mode, creatures will get the ridiculous HP that HoF gives them IN ADDITION to the even more ridiculous things that this mod gives the creatures. Play on another difficulty, like Insane, or Core Rules. When I was playtesting my mod I went through the game on Insane with double experience and max HP rolls. My team still got killed a lot.
- Don't try to solo the game unless you really know what you're doing.
- Make sure to have a character who can cast Dispel Magic. Dispel Magic is basically this game's version of Breach. There will be a lot of opportunities to use it once you reach Chapter 2.
When possible, the mod powers up enemies by improving their main ability. Trolls in this mod regenerate faster, bombardier beetles use their spray ability more frequently, sword spiders move super-fast and attack ten times per round, and shadows are like Strength-draining mind flayers (to say nothing about what the mind flayers are like).
* Items are powered up, like in Icewind Dale 2's Heart of Fury Mode.
Example items:
[spoiler]
[/spoiler]
* Summoned creatures are NOT powered up, so you can't rely on them. Some enemies will get special summoning spells that summon creatures that are powered up, though.
* The party will be powered up slightly. Player characters roll 8-20 for stats (as in Dark Sun), rather than 3-18.
(Keep in mind that enemies will also have stats like this)
The party starts the game with 30000 experience (divided among the party, so a smaller party will get more experience per character). Pomab sells some good magical equipment and scrolls, and the party starts with a lot of gold.
* Throughout the game items are added, removed, and switched around. There are new random item selections.
* Many spells are revised. The purpose of the spell revisions is primarily to strengthen weak spells (sometimes significantly), rather than to weaken strong spells.
The game will start off not too difficult - the goblins at the beginning of the game won't be much tougher than they are normally. But the game will get really hard really fast.
I've released the mod! Currently the mod only modifies the base game; don't play Heart of Winter with this mod installed right now.
You can download the mod here.
Tips:
- Do not play this mod on the game's regular Heart of Fury mode. The changes this mod makes to the game are separate from the regular HoF mode bonuses, so if you play on HoF mode, creatures will get the ridiculous HP that HoF gives them IN ADDITION to the even more ridiculous things that this mod gives the creatures. Play on another difficulty, like Insane, or Core Rules. When I was playtesting my mod I went through the game on Insane with double experience and max HP rolls. My team still got killed a lot.
- Don't try to solo the game unless you really know what you're doing.
- Make sure to have a character who can cast Dispel Magic. Dispel Magic is basically this game's version of Breach. There will be a lot of opportunities to use it once you reach Chapter 2.



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