CamDawg Posted February 29, 2004 Share Posted February 29, 2004 The Sorcerer's Place Collection has been updated. Thanks to Jester, we now have a German translation. Some minor bugfixes are also included. Download it here! THE SORCERER'S PLACE COLLECTION v1.1.0 Compiled by "Cam" Camagna (AKA CamDawg) webmaster@gibberlings3.net This is a collection of kits and an item pack from Sorcerer's Place. The mods were originally in an older, harder-to-install format and I have converted them to use a WeiDU installer. Item restrictions are also applied dynamically, meaning that the item restrictions for the Arcane Fist and Archer of Sylvanus kits will be implemented across all items in the game, including those added or altered by other mods. I did not create any of this content; credit for that goes to Polar Bear, Drizzt1180, and Creslyn. Should you find any bugs or problems with any of the components, I will be happy to hunt them down and fix them. COMPATIBILITY NOTES Due to hard-coded limitations of the Infinity Engine, only a limited number of kits can be installed for each class. The Darkest Day mod fills all available slots and as such the kit components of this mod will be incompatible. It is unlikely but possible that the Arcane Fist, Sylvan Mystic, and Archer of Sylvanus kits may cause some compatibility problems with mods that alter the Undead Hunter, Cleric of Talos, or Cleric of Helm kits due to some usability hacks that were implemented for the item restrictions. It is recommended that the kits be installed after other item and kit mods. ADDITIONAL DOCUMENTATION The original documentation included with each component can be found in the subfolders, predicated with "old_" to avoid confusion. COMPONENTS 1. Sylvan Mystic Elf/Half-Elf Ranger Kit, by Polar Bear The Sylvan Mystics are an ancient order of Elven and Half-Elven Rangers in Faerun. They specialize in hunting evil mages and mind flayers, and as such they must attune their mind in addition to their body. Advantages: - Dispel Magic - True Sight - Chaotic Commands at level 9 - Iron Skin at level 9 - Aura of Flaming Death at level 21 - Summon Deva at level 23 - +1 Armor Class - +1 Damage and THAC0 - -1 Weapon Speed every 5 levels Disadvantages: - Strength (-5) and Constitution (-4) Penalty - Cannot Charm Animals - Can only use bows and bladed weapons - Can not wear armor heavier than chain mail - Half-Elf or Elf kit only - Can only be lawful or neutral good 2. Blade Master Human Fighter Kit, by Drizzt1180 The Blade Master uses one-handed bladed weapons, but he can do many things with them that the regular fighter cannot. He gains many special abilities using his blades, but he can only wear very light armor. Only one innate ability may be active at any given moment. Advantages: - +2 to dexterity - +10% to slashing and piercing resistance - Gains Precision Strike ability at levels 4, 7 and 22. Grants a +3 THAC0 bonus for three rounds, does 1d10 damage to target, and has a 25% chance to stun target. - Gains Parry ability at levels 7, 10 and 22. Parry grants virtual immunity to physical attacks for two rounds. - Gains Counter Attack ability at levels 10, 13 and 22. Grants virtual immunity to physical attacks for one round and does 2d10 of damage to attacker. - Gains Disarm ability at levels 13, 16 and 22. Has a 50% chance to make opponent drop their weapon. - Gains Feint ability at levels 16, 19 and 22. Feint grants Invisibility agibberlings3.netgibberlings3.netnd Non-Detection for one round. - Gains Swift Strike ability at levels 19 and 22. Decreases weapon speed by 2, adds an extra attack, a +5 THAC0 bonus and a -2 Armor Class penalty for two rounds. - Gains extra one-half attack at levels 11, 15 and 19 Disadvantages: -2 to strength Can only wear armor up to Studded Leather Cannot have proficiency in any non-bladed weapon 3. Death Knight Human Fighter Kit, by Drizzt1180 A Death Knight is created when a fallen paladin dies. This is a very rare occurrence of resurrection. When this happens the newly risen Death Knight will become evil with many evil related abilities. Instead of being half-fighter and half-cleric like a paladin, they become half-fighter and half-necromancer instead. They gain necromancy spells as innate abilities in place of their regular priest spells. Advantages: - Gains Larloch's Minor Drain at levels 9 and 14. - Gains Ghoul Touch at levels 11 and 16. - Gains Vampiric Touch at levels 13, 16 and 17. - Gains Animate Dead at level 19. - Gains Harm Touch ability at level 1. Harm Touch is a direct damage ability and will do 2D10 points of damage +1 point per level up to a maximum of 2d10+20 with a successful to-hit roll. - Gains Ebony Hand ability at level 10. The spell adds +1 THAC0 plus an additional +1 THAC0 for every three levels of the caster up to a maximum of +7. The spell lasts for 3 rounds plus 1 round/level up to a maximum of 24 rounds. - Gains Kiss of Torment ability at level 15. With a successful to-hit roll, does 4d6 points of damage and stuns target for four rounds. A successful save will reduce the stun effect to two rounds. - Gains Heart Blight ability at level 19. Will slay the target unless a save vs. death is made; with a successful save the target is still stunned for three rounds, suffers a -2 Dexterity penalty for ten rounds. Additionally the target must make another save vs. death at -1 or lose 25% of their hit points and yet another save vs. death at -2 or suffer another 18 damage. Disadvantages: - No paladin abilities - Must be of Evil Alignment 4. Wushi Ninja Human Thief Kit The Wushi Ninja are an evolved version of the regular ninjas. This happened along time ago, when ninjas were greatly exposed to magic. After time they began to gain the ability to cast spells. Like regular ninjas they have the ability to specialize in all weapons that a regular thief can use. They also are stronger than a regular thief, but cannot be as charming. The first Wushi Ninja was Nagura Firo. Advantages - Gains Magic Missile as an innate ability at levels 3, 9, and 18 - Gains Cure Light Wounds ability at levels 4, 10, and 19 - Gains Shocking Grasp ability at levels 5, 11, and 20 - Gains Aganazzar's Scorcher ability at levels 6 and 12 - Gains Mirror Image at levels 7 and 13 - Gains Blur at level 14 - Gains Minor Spell Turning at level 15 - Gains Shadow Door at level 16 - Gains Breach at level 17 - In early levels, THAC0 is lower then a regular thief's progression but matches in later levels. - Specialization of all thief weapons, including katanas - +1 to strength - +1 to Intelligence Disadvantages: - -2 to Charisma - Can only wear leather or studded leather - Can only be Human - Only 20 thieving points to distribute at level-up 5. Item Pack, by Creslyn Creslyn created a number of items that originally replaced items sold by merchants scattered throughout the game. These items are now dynamically added to the respective stores without overwriting the original items. There are six items: Juzam's Crutch, sold in the Lathander Temple Joorg's Demise, sold by Joluv in the Copper Coronet Ivory Ioun Stone, sold by Diedre in the Adventurer's Mart Geirthan's Plate, sold by Diedre in the Adventurer's Mart Freedom's Call, sold by Diedre in the Adventurer's Mart Gorgon Staff, sold by the Duergar in the Underdark (but only to Drow, hint, hint) 6. Archer of Sylvanus Half-Elven Druidic Kit, by Drizzt1180 Please see the compatibility notes at the top of this document in regards to this kit. This type of druid is very unique in the way that they primarily use bows for their weapons. The only other melee weapon they can use is a club. These types of druid have the ability to do severe damage to a target. They can summon the spirits of animals, which are used usually in defense, because of their extreme weakness in melee combat. Only Half-Elves can be an Archer of Sylvanus. Advantages: - Gains +1 THAC0 with ranged weapons every three levels through level 21 - Summon Spirit Animal twice per day - Called Shot at levels 4, 9, 14, and 19 - Hide twice per day 2 times per day plus an additional once per day every five levels. Hide is a combination invisibility and non-detection that lasts for ten rounds - +15% Slashing, piercing, and crushing resistance - Can gain mastery in short bows, longbows, and Crossbows Disadvantages: - Can only wear up to Studded Leather - Can only be proficient with clubs - Can only use clubs, bows, and crossbows 7. Arcane Fist Bardic Kit Please see the compatibility notes at the top of this document in regards to this kit. The only way to make this kit was to compromise and modify a bard kit. Unfortunately, the bard song and pick pocketing bonuses are hard-coded. The thieving button is disabled, though the character record will show pick pocketing ability, and the bard song button is enabled though the bard song has no effect. The Arcane Fists are an ancient order of wizards in Faerun, and are seldom ever seen. They are not quite the masters of unarmed combat nor are they the masters of the arcane arts, but they become a fearsome foe with the combination of both. They are taught at an early age the skills required for unarmed combat and also learn to wield mystical powers. They are typically loners, only assembling in groups with their own kind, or in times of great danger they will group up with "outsiders". There are three sects of The Arcane Fist: The Order of Light, Bakur's Brotherhood, and Death's Law. Advantages: - Fist damage per level: 1 - 3 1D5 4 - 6 1D6 7 - 9 1D7 (Considered +1 to hit) 10 - 12 1D9 (Considered +2 to hit) 13 - 15 1D10 16 - 1D12 (Considered +3 to hit) - Armor class decreases by 1 per every 3 levels up to level 21 - +1 to save vs. spells - Gains 1 extra HP maximum per level - Better THAC0 Progression 1 - 3 20 4 - 7 18 8 - 11 16 12 - 15 14 16 - 19 12 20 - 8 - Increase movement rate: +2 at level one and an additional +1 every seven levels - Two attacks per round at level 12 and three attacks per round at level 20 - Gains Stunning Blow at level 5 and an additional one per day every 5 levels - Immunity to Disease, Slow, and Haste at level 10 - Immunity to Charm at level 15 - Immunity to Poison at level 18 - Quivering Palm at level 21 Disadvantages: - Can not wear armor, except robes - Can not use shields - Can not use weapons - Only can gain spells up to a maximum of spell level 6 - Human kit only - Can only be of lawful alignments CONTACT INFORMATION These kits were re-packaged by CamDawg. You can reach me at webmaster@camagna.net or visit the Gibberlings Three forums at forums.camagna.net for information on this and any other projects on which I may be working. THANKS AND ACKNOWLEDGEMENTS Thanks also to the still active and vibrant Infinity Engine modding community, and to Sorcerer's Place in particular for letting me hack up their mods and hosting the download. Thanks to icelus, who is also mirroring the download, and to Jester for translating the pack to German. Big thanks to Wes Weimer, creator of the WeiDU tool, Jon Olav Hauglid, creator of Near Infinity, and the IESDP team. VERSION HISTORY v1.1.0 - Added German translation (thanks Jester!) - Documented extra attacks of Blade Master kit - Added compatiblity tweaks for Wushi Ninja kit for aVENGER's Rogue Rebalancing - Fixed some issues with items Creslyn's items: Freedom's Call was not suppressing level drain strings and hold animations v1.0.0 - Initial release. There was much rejoicing. Link to comment
Caedwyr Posted February 29, 2004 Share Posted February 29, 2004 One small suggestion for the readme format. Put the item pack at the end and not between kits. It gets kinda lost the way it currently is. Link to comment
JPS Posted March 7, 2004 Share Posted March 7, 2004 I just started playing with a Blade Master and noticed a couple of things. First, the -2 to strength and +2 to dexterity doesn't get applied on an imported character. I have a vague memory that this happens (or doesn't happen, rather...) if you give an imported druid the avenger kit as well, so it's probably a bug in the original game. Second, the Precision Strike can be cast on anyone (including enemies, but I probably won't try that again). While it could be very useful to give precision strike to your clerics before they try to use a touch attack, it's hardly the way it's meant to be. And Parry, which is the only other ability I've used so far, is cast directly on my character (and, incidentally, gives him an AC of -27, but I knew the kit was a little bit overpowered before I installed it ) Now, these things don't have anything to with the packaging, so I suppose I should be talking to the original creator of the kit instead, but he doesn't have a forum, so here you go Link to comment
CamDawg Posted March 7, 2004 Author Share Posted March 7, 2004 I'm not sure what I can do about imports... but the abilities definitely should not be cast on anyone but the blademaster, so I'll take a look. Link to comment
CamDawg Posted March 20, 2004 Author Share Posted March 20, 2004 One more quick note: I've received an offer for a French translation, so we should have this in a third language before long. Link to comment
BlueCross Posted May 9, 2004 Share Posted May 9, 2004 Well, the Archer of Sylvanus doesn't seem to be able to use Long Bows, Short Bows, or Arrows. Other than that, it's a pretty good kit. Any chance of a fix? Link to comment
CamDawg Posted May 10, 2004 Author Share Posted May 10, 2004 Hmm. Any other mods installed? Link to comment
CamDawg Posted May 12, 2004 Author Share Posted May 12, 2004 First, the -2 to strength and +2 to dexterity doesn't get applied on an imported character. I have a vague memory that this happens (or doesn't happen, rather...) if you give an imported druid the avenger kit as well, so it's probably a bug in the original game. Engine problem, and can't be fixed. Second, the Precision Strike can be cast on anyone (including enemies, but I probably won't try that again). While it could be very useful to give precision strike to your clerics before they try to use a touch attack, it's hardly the way it's meant to be. And Parry, which is the only other ability I've used so far, is cast directly on my character (and, incidentally, gives him an AC of -27, but I knew the kit was a little bit overpowered before I installed it ) Now, these things don't have anything to with the packaging, so I suppose I should be talking to the original creator of the kit instead, but he doesn't have a forum, so here you go Fixed, and in the 1.1.1 release. A Mac OS X port has been released as well. Link to comment
Guest Dellaster Posted June 5, 2004 Share Posted June 5, 2004 I can confirm that the Archer of Sylvanus cannot use arrows, longbows, or shortbows. I did a full reinstall of BGII+ToB, official ToB patch, Baldurash patch. Added only Dungeon_Be_Gone and Grandmastery fix. No go. Removed all but the grandmastery, reinstalled this collection, and it still doesn't work. Nothing unusual in the WeiDU log. The only error on installation I saw was something like Error: unable to clear [*.IDS] in [.]. But it said all the kits were installed successfully. It's too bad. This is the only kit in the collection I'm interested in. I had no luck installing it manually with the non-WeiDU. (And that's why I uninstalled/reinstalled BGII - I figured my attempts with IEEP probably messed things up.) If I'm missing something simple, let me know! Link to comment
Idobek Posted June 5, 2004 Share Posted June 5, 2004 I can confirm that the Archer of Sylvanus cannot use arrows, longbows, or shortbows. Can it use crossbows and bolts? I'd be surprised if it could. I'm wondering how Drizzt1180 ever managed to make these usabilities work. As the Archer of Sylvanus is a druid kit it isn't possible to allow it to use bows without also allowing druids to use bows. Anyway, looking at the code it seems Cam has done a good job in sorting out the disallowed weapons, he just doesn't seem to have taken into account the allowed ones. Link to comment
Dellaster Posted June 5, 2004 Share Posted June 5, 2004 That's how it looks to me. It can't use crossbows, shortbows, longbows, bolts, or arrows. It can't use slings, but it *can* use bullets. Looks like the only weapons useable are bullets and clubs. Link to comment
CamDawg Posted June 6, 2004 Author Share Posted June 6, 2004 I've duplicated the problem and I'm working on a fix. Link to comment
Dellaster Posted June 6, 2004 Share Posted June 6, 2004 That's great! I look forward to the fix. Link to comment
Idobek Posted June 9, 2004 Share Posted June 9, 2004 Version 2 has been released! Version 2 Changes Fixed issues with the Archer of Sylvanus being able to use bows and arrows. The items in Creslyn's Item Pack will now appear inline in a store's inventory rather than at the top. Items in Creslyn's Item Pack will also detect kit components better and adjust accordingly. Link to comment
Dellaster Posted June 9, 2004 Share Posted June 9, 2004 Nicely done! I made a quick throwaway Archer of Sylvanus and everything appeared to work correctly. The shops, including the guy from the Underrepresented Weapons mod, showed all the right things usable/unusable. She bought a short bow and used it to shoot the mage in the Adventurer's Mart without error. I'll roll up a real character later, see how it plays, and let you know if I run into any problems. (Problems other than dealing with the limitations of the kit, that is. The Totemic Druid (12) dualed to Fighter I'm playing right now is turning out to be quite the powerhouse ... but the Archer of Sylvanus looks like it might be more fun for me. ) Link to comment
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