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Mike1072

Gibberling Poobah
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Everything posted by Mike1072

  1. This will be fixed by the ADD_SPELL changes.
  2. Mike1072

    New engine

    Yes, it's annoying. It's not something we have direct control over. We've been pestering support to fix it.
  3. As of SCS v32 RC1, SCS has included additional built-in support for Spell Revisions, so Revised SCS is no longer needed.
  4. Mike1072

    New engine

    That stuff is all legitimate and enabled deliberately. They're not tracking cookies. If you're concerned about what Google does when you request fonts, check out their FAQ. fonts.googleapis.com // Google Fonts fonts.gstatic.com // Google Fonts secure.gravatar.com // service used to fetch avatars twemoji.maxcdn.com // service used to handle emoji content.invisioncic.com // forum content The requests you saw to i.imgur.com and www.shsforums.net are probably due to content in specific posts. I'm not sure what would cause a request to www.shsforums.net, but embedded images from i.imgur.com make perfect sense.
  5. Mike1072

    New engine

    That's... interesting. Fixed.
  6. The main reason for the separate packages is to have an easy-to-install-on-Windows package and an easy-to-install-on-Mac package. The Windows self-extracting archive contains install instructions that may be helpful for new users. The Mac archive is packaged specially so that the mod can be installed by double-clicking the .command file (instead of needing to use the terminal).
  7. SRR is not set up as a separate mod - it just changes the SR installation files. You extract SR, extract SRR on top of it (replacing the SR files), then install SR.
  8. Download the SRv4b16 OS X package. Download SRR. Extract the contents of SR. Extract the contents of SRR on top of SR. Ignore setup-spell_rev.exe and use setup-spell_rev.command to install the mod.
  9. Mike1072

    New engine

    Yes, you can manually convert links for the time being. Old Topic Link: https://www.gibberlings3.net/forums/index.php?showtopic=2819 New Topic Link: https://www.gibberlings3.net/forums/topic/2819-a/ (you can use anything in place of the 'a' in '2819-a') Old Post Link: https://www.gibberlings3.net/forums/index.php?showtopic=29694&do=findComment&comment=263313 New Post Link: https://www.gibberlings3.net/forums/topic/29694-a/?tab=comments#comment-263313 (you can use anything in place of the 'a' in '29694-a')
  10. Mike1072

    New engine

    Attachments should now be fixed. I'm afraid there is no BBCode editor. Regarding your post, I can see that it got mangled, and things are a little wonky when you go to edit it. I was able to unmangle it by copying and pasting the relevant pieces to reassemble the post, then replacing the mangled version with that, but I didn't save my changes. One thing I've noticed when working with block elements like quote boxes is an occasional difficulty to insert information between them when they are right after one another, or to insert information before one that's at the start of the post or after one that's at the end of a post. To work around that, you can insert a paragraph somewhere else and then drag the little Move symbol on the top-left of a block element to reposition it.
  11. It's .pvrz (not .prvz). I can't speak to best practices on .tis/.pvrz, but you can simplify the logic to reduce code duplication. COPY ~mymod/areas/myarea.are~ ~override~ ~mymod/areas/myarea.tis~ ~override~ ~mymod/areas/myarea.mos~ ~override~ ~mymod/areas/myarea.wed~ ~override~ ~mymod/areas/myareaht.bmp~ ~override~ ~mymod/areas/myaream.bmp~ ~override~ ~mymod/areas/myareasr.bmp~ ~override~ ACTION_IF GAME_IS ~soa tob bgt~ THEN BEGIN COPY ~mymod/areas/myarea.tis~ ~override~ END ELSE ACTION_IF GAME_IS ~bgee bg2ee eet~ THEN BEGIN COPY ~mymod/areas/myarea.pvrz~ ~override~ END APPEND ~mastarea.2da~ ~myarea value~ UNLESS ~myarea~
  12. Mike1072

    New engine

    I think the restrictions on the width are intentional. If you compare with articles on big news sites, you will see that they have very generous margins around the text. I believe the idea is to restrict line length to make sentences easier to read. My first recommendation would be to use the zoom feature on your monitor. I have a 1440p monitor and view most websites at 150% zoom. If that's insufficient, you can use a browser addon to modify the style. This style change will completely remove the width restrictions: .ipsLayout_container { max-width: none; } As for making the sidebar collapsible, I'd have to look into that.
  13. Mike1072

    New engine

    Thanks, I've updated the default activity stream to 'Latest Posts' and made the 'Unread Posts' stream visible only to logged-in users.
  14. Mike1072

    New engine

    Fixed. There's no longer a way to view the BBCode. However, you can still enter BBCode and it will convert it. You can use CTRL+SHIFT+V to paste as plain text - works in Chrome and Firefox. I'm not going to defend the software, but my experience so far has been way better than with the old version. Thanks, I've removed that RSS feed as it was including topics that shouldn't be visible to guests. I've added a new stream "All Posts" which may be more to your liking. All of the streams (including ones you create yourself) have RSS feeds that can be accessed by clicking the link on the right side of the page. As Gwendolyne says, the preview button is the last toolbar button on the right. Fixed.
  15. Main Component Spell Revisions places a high priority on making all of the existing spells viable choices, while keeping an eye on balance issues. Now, Magic Missile won't be the only first-level arcane spell you'll want to memorize! To help achieve this goal, portions of the old spell system that were consistently underpowered, like healing spells and summons, have been vastly improved so that they are competitive options. In addition, SR takes the stance that low-level spells should not become completely inffective once characters reach higher levels, so it adds scaling features to many spells. Among other things, the mod makes druid and cleric spell selections more distinct, with druids focusing on animal and elemental spheres for a repertoire of spells oriented toward the offensive. Arcane spell schools have also been flushed out, with the belief that each spell level should contain at least one spell from each school. To help fulfill these goals, SR adds a small number of spells to the game and modifies the schools and restrictions of some existing spells where appropriate. SR also improves the descriptions of many spells to be more accurate, more consistent, and, occasionally, less boring. Additional Content Spell Revisions includes several optional components that do not require the main component. Deva and Planetar Avatars This component updates the avatars of the celestials summoned by HLAs to take advantage of 1PP Attachable Wings and adjusts the weapons they use. Mirror Image Fix This component fixes mirror images so they no longer protect from AoE spells such as Fireball. Dispel Magic Fix This component fixes the chance to dispel magic to match the spell's description (so there is at least a marginal chance of dispelling effects of a higher-level mage) and corrects conceptual problems caused by the automatic dispelling of all magically created items. Supplements Update Spellbooks of Joinable NPCs This component requires that the main component be installed. It patches all joinable NPC spellcasters in the game, updating their spellbooks by removing spells that should no longer be available to them and adding new ones they should have. This component should be installed after any mod NPCs are installed.
  16. This mod has two components: the main P&P Celestials (delineated below), and a second cosmetic component that let you use new wings animations for devas and planetars. The latter is largely a re-used, updated and fixed version of Demivrgvs Spell Revision mod component 10 "Deva and Planetar Avatars". P&P Celestials One of the largest changes the player will notice is that Summon Deva doesn't always summon the same creature anymore. There are now three different types of Devas that can be summoned depending on which area the player is in. The Astral Deva A General Overview Whenever matters in the lower planes require the attention of the powers of good, Astral Devas are employed. These powerful warriors have both the strength and purity for just such missions They can pass into any of the lower planes at will bringing the force of their justice to the heart of evil. Astral Devas possess another ability that will allow them to perform their missions. If directly commanded by the power that they serve, an Astral Deva can pass into any layer of the lower planes without passing through the higher layers. Astral Devas also commonly travel through the Astral plane, performing any needed tasks there. They are commonly sent to rescue good aligned mortals that have become stranded or lost in the Astral plane. (Shamelessly taken from the Monster Compendium Eight) Combat Although they are servants of goodness, Astral Devas often find themselves in positions where they must deliver their messages of good by the points of their swords (or maces in the Astral Deva's case), figuratively speaking. Astral Devas have the following innate powers: Aid, at will 1/round. Blade Barrier, 1/day. Cure Disease, 3/day. Cure Light Wounds, 7/day. Cure Serious Wounds, 3/day. Detect Evil, at will 1/round. Detect Invisibility, at will 1/round. Dispel Magic, 7/day. Detect Snares and Pits, 7/day. Heal, 1/day. Invisibility 10' Radius, at will 1/round. Know Alignment, at will 1/round. Protection from Evil, at will 1/round. Remove Curse, at will 1/round. Remove Fear, at will 1/round. Teleport Without Error (scripted ability) In addition Astral Devas are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +2 and above enchantment to hit them. They are immune to level loss, both undead and magical, death spells, maze, and imprisonment. Astral Devas wield a mace-like weapon that does 3d6+3 damage with a +3 magic bonus to hit. It has all the powers of a mace of disruption, and any enemy that is hit by the mace and fails their saving throw vs. spells is knocked senseless for 6 rounds. The Monadic Deva A General Overview On rare occasions, a power from the upper the planes will have need of a servant to go to one of the elemental or para-elemental planes. When this need arises, Monadic Devas are used. Monadics are able to pass into any of the elemental planes at will. They can survive in any of the elemental planes without ill effect. Neutral good Monadic Devas have been known to reside in the plane of Elysium when they are not on a quest for their power. (Shamelessly taken from the Monster Compendium Eight) Combat Although they are servants of goodness, Monadic Devas often find themselves in positions where they must deliver their messages of good by the points of their swords (or rods in the Monadic Deva's case), figuratively speaking. Monadic Devas have the following innate powers: Aid, at will 1/round. Charm Elemental, at will 1/round. Cure Disease, 3/day. Cure Light Wounds, 7/day. Cure Serious Wounds, 3/day. Detect Evil, at will 1/round. Detect Snares and Pits, 7/day. Dispel Magic, 7/day. Heal, 1/day. Hold Monster, at will 1/round. Invisibility 10' Radius, at will 1/round. Know Alignment, at will 1/round. Mirror Image, at will 1/round. Protection from Evil, at will 1/round. Remove Curse, at will 1/round. Remove Fear, at will 1/round. Teleport Without Error (scripted ability) In addition Monadic Devas are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +1 and above enchantment to hit them. They are immune to level loss, both undead and magical as well as death spells. The Monadic Deva is protected at all times by a protection from evil aura around their person, behaving as per the priest spell. Monadic Devas wield a rod-like weapon that does 1d8+3 damage (+10 versus golems and earth elementals) with a +3 magic bonus to hit. It has all the powers of a rod of smiting, and any golem or earth elemental that is hit by the rod and fails their saving throw vs. death is slain. The Movanic Deva A General Overview Movanic Devas are perhaps the most privileged of all the Devas, for they are sent to the Prime Material Plane where they often directly aid the mortal followers of the good deities. They will normally only do this in moments of dire need and usually only for the more prominent or powerful mortals. Of course, Movanic Devas are able to pass directly into the Prime Material Plane at will. (Shamelessly taken from the Monster Compendium Eight) Combat Although they are servants of goodness, Movanic Devas often find themselves in positions where they must deliver their messages of good by the points of their swords, figuratively speaking. Movanic Devas have the following innate powers: Aid, at will 1/round. Anti-Magic Shell, at will 1/round. Cure Disease, 3/day. Cure Light Wounds, 7/day. Cure Serious Wounds, 3/day. Detect Evil, at will 1/round. Detect Snares and Pits, 7/day. Dispel Magic, 7/day. Heal, 1/day. Invisibility 10' Radius, at will 1/round. Know Alignment, at will 1/round. Protection from Evil, at will 1/round. Protection from Normal Missiles, at will 1/round. Remove Curse, at will 1/round. Remove Fear, at will 1/round. Spell Turning, at will 1/round. Teleport Without Error (scripted ability) Cast any Evocation/Invocation Spell, 1/day. In addition Movanic Devas are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +2 and above enchantment to hit them. They regenerate 2 hit points per melee round, and are permanently surrounded by a double strength Protection from Evil. Movanic Devas wield a two-handed sword that deals 1d10+1 with a +1 attack bonus, and which has all the powers and enchantments of a Flame Tongue +1. The Fallen Deva A General Overview Whenever matters in the lower planes require the attention of the powers of evil, Fallen Devas are employed. These powerful warriors have both the strength and corruption for just such missions They can pass into any of the lower planes at will bringing the force of their injustice to the heart of good. Fallen Devas possess another ability that will allow them to perform their missions. If directly commanded by the power that they serve, a Fallen Deva can pass into any layer of the lower planes without passing through the higher layers. They are commonly sent to rescue evil aligned mortals that have become stranded or lost in the Lower planes. (Fallen Deva does not exists in P&P; adapted from Astral Deva) Combat Although they are servants of nastiness, Fallen Devas often find themselves in positions where they must deliver their messages of evil by the points of their swords (or maces in the Fallen Deva's case), figuratively speaking. Fallen Devas have the following innate powers: Aid, at will 1/round. Blade Barrier, 1/day. Cause Serious Wound, 3/day. Cure Disease, 3/day. Cure Light Wounds, 7/day. Detect Evil, at will 1/round. Detect Invisibility, at will 1/round. Detect Snares and Pits, 7/day. Dispel Magic, 7/day. Harm, 1/day. Invisibility 10' Radius, at will 1/round. Know Alignment, at will 1/round. Protection from Evil, at will 1/round. Remove Curse, at will 1/round. Remove Fear, at will 1/round. Teleport Without Error (scripted ability) In addition Fallen Devas are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +2 and above enchantment to hit them. They are immune to level loss, both undead and magical, death spells, maze, and imprisonment. Fallen Devas wield a mace-like weapon that does 3d6+3 damage with a +3 magic bonus to hit. It has all the powers of a mace of disruption, and any enemy that is hit by the mace and fails their saving throw vs. spells has 50% chanced to be knocked senseless for 6 rounds. Planetar A General Overview Planetars are powerful spirits that directly serve the deities and powers of the upper planes. Planetars will typically come to the aid of only the most powerful mortal servants of good. Combat Planetars have the spell ability of a priest half the level of the Planetar and with wisdom equal to 21. They have major access to all spheres, and in addition have the following innate powers: Aid, at will 1/round. Blade Barrier, 3/day. Cure Disease, at will 1/round. Cure Serious Wounds, 3/day. Detect Evil, at will 1/round. Detect Snares and Pits, at will 1/round. Dispel Magic, at will 1/round. Earthquake, 1/day. Feeblemind, 1/day. Fire Storm, 1/day. Flame Strike, 3/day. Greater Restoration, 1/day. Heal, at will 1/round. Holy Word, 1/day. Improved Invisibility 10' Radius, at will 1/round. Insect Plague, 1/day. Know Alignment, at will 1/round. Limited Wish, 1/day. Polymorph Any Object, at will 1/round. Protection From Evil 40' Radius, at will 1/round. Raise Dead, 3/day. Resist Cold, at will 1/round. Remove Curse, at will 1/round. Remove Fear, at will 1/round. Symbol (any), 1/day. Teleport Without Error (scripted ability) In addition Planetars are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +4 and above enchantment to hit them. They regenerate 6 hit points per melee round, are immune to any life level loss (level drain), charm, confusion, domination, feeblemind, imprisonment, maze, death spells. They are permanently surrounded by a Protection from Evil. Planetars wield a two-handed sword that deals 1d10+3 damage, plus the strength bonus (19 Strength). The weapon has +4 enchantment and all the attributes of a Vorpal Sword. Fallen Planetar A General Overview Fallen Planetars are powerful spirits that directly serve the deities and powers of the lower planes. Fallen planetars will typically come to the aid of only the most powerful mortal servants of evil. Combat Fallen Planetars have the spell ability of a mage half the level of the Fallen Planetar and with wisdom equal to 21. They have access to the following innate powers: Aid, at will 1/round. Blade Barrier, 3/day. Cause Serious Wound, 3/day. Cure Disease, at will 1/round. Detect Evil, at will 1/round. Detect Snares and Pits, at will 1/round. Dispel Magic, at will 1/round. Earthquake, 1/day. Feeblemind, 1/day. Fire Storm, 1/day. Flame Strike, 3/day. Greater Restoration, 1/day. Harm, at will 1/round. Improved Invisibility 10' Radius, at will 1/round. Insect Plague, 1/day. Know Alignment, at will 1/round. Limited Wish, 1/day. Polymorph Any Object, at will 1/round. Protection From Good 40' Radius, at will 1/round. Raise Dead, 3/day. Remove Curse, at will 1/round. Remove Fear, at will 1/round. Resist Cold, at will 1/round. Symbol (any), 1/day. Teleport Without Error (scripted ability) Unholy Word, 1/day. In addition Fallen Planetars are immune to Cold, Electricity, Magic Missile, Petrification, Poison, Normal Fire, and have 50% resistance to magical Fire. They are never surprised, making them immune to backstab, and are also require +4 and above enchantment to hit them. They regenerate 6 hit points per melee round, are immune to any life level loss (level drain), charm, confusion, domination, feeblemind, imprisonment, maze, death spells. They are permanently surrounded by a Protection from Good. Planetars wield a two-handed sword that deals 1d10+3 damage, plus the strength bonus (19 Strength). The weapon has +4 enchantment and all the attributes of a Vorpal Sword. Deva and Planetar Animations This cosmetic component lets you use new wings animations for devas and planetars. The latter is largely a re-used, updated and fixed version of Demivrgvs Spell Revision mod component 10 "Deva and Planetar Avatars".
  17. IWDification works on all IE games that use the Baldur's Gate II engine, which includes the original Baldur's Gate II (Shadows of Amn with or without Throne of Bhaal), the Enhanced Editions of Baldur's Gate and Baldur's Gate II, and the three major Baldur's Gate conversion mods (Tutu, BGT, and EET). Content will be adjusted as appropriate for the detected platform--e.g. no +5 items or ninth level spells will be added to a Tutu or BGEE game. IWDification has several components, which can be installed completely independently of one another. Miscellaneous Changes Icewind Dale Casting Graphics (Andyr) Also available in the Tweaks Anthology mod When your character casts a spell, you get a pretty sequence of colors swirling around their hand depending on the school the spell cast came from. A necromantic spell, for example, looks quite different from creating an illusion. The Baldur's Gate and Icewind Dale games use different sets of animations for the schools. This component changes the spellcasting animations to those of Icewind Dale. Note that this is purely a cosmetic change--the spells themselves function exactly as before. Screenshots for comparison are available in the Tweaks gallery. Commoners Use Drab Colors Also available in the Tweaks Anthology mod Unlike Icewind Dale, commoners in BG2 wear brightly colored clothes. This tweak changes the random selections of colors for commoners to a drab palette. The dress of noblemen and noblewomen are not affected. Two-Handed Axes Icewind Dale also featured two-handed axes, as opposed to the strictly one-handed variety found in the Baldur's Gate series. This component scatters normal and magical two-handed axes throughout the game to make them available for players. Two-handed axes use the axe proficiency and have base stats of 9 speed and 1d10 damage. Spoilers about their precise locations are available on the forums. Expanded Polymorph Self Options This component adds three new forms to the arcane Polymorph Self spell: winter wolf, polar bear, and boring beetle (the boring beetle requires Infinity Animations on original BG2). Use IWD Damage Animations Enhanced Editions Only When a creature is hit by elemental damage, a small animation plays on the target based on the damage type. IWD and BG2 use different graphics: Fire and cold are very similar. While there's no default acid damage graphic in BG2 many spells/items play one manually, like Melf's Acid Arrow. The electricity animation is the biggest change. The accompanying sound effects are also updated. Randomized Enemy Equipment Enhanced Editions Only Icewind Dale routinely randomized the weapons and other equipment of enemy mobs, e.g. skeletons in IWD could attack with just about any melee or ranged weapon in the game. This component does the same for BG and BG2 random enemies. It is limited somewhat by the animation system of the game: gnolls, for example, only support weapon animations for long swords and halberds so the randomization is limited. You can optionally install high-quality items--these are non-magical items that provide an additional +1 to-hit over their normal counterparts--to provide a little more variation. If the Two Handed Axes component is installed, these will also be added to the mix. At present, this component only randomizes equipment on truly random mobs, e.g. most hobgoblins in BG will get randomized equipment but special, fixed groups (such as the ones with Joia's ring at the Friendly Arms Inn) will not. This is done primarily to avoid conflicts with other mods which may alter equipment. You can read more details about this on the relevant forum thread. IWD Class Updates IWD Class Updates: Bard: Add IWD Bard Songs (formerly known as Bard Song) Bards in Icewind Dale gained different bard songs as they leveled: The Ballad of Three Heroes - Available at level one, this provides all allies with +1 to hit, +1 damage, and +1 to saving throws. The Tale of Curran Strongheart - Available at level three, this song protects the party from fear and removes any current fear effects. Tymora's Melody - Available at level five, the party gains +1 luck, +3 to all saves, and +10 to lore and thieving skills. The Song of Kaudies - Available at level seven, this provides a 50% resistance to sound-based attacks and spells such as power words, sirine charm, silence, and others. The Siren's Yearning - Available at level nine, this song enthralls your foes, preventing action for five rounds on a failed save vs. spell. War Chant of the Sith - Available at level 11, this provides +2 AC, regeneration of two HP/round, and 10% resistance to all crushing, missile, piercing, and slashing damage. As the songs become available to the bard, the ability to freely switch between them is available through innate abilities. This component only affects trueclass bards, as the available kits use variants of BG2 bard song for kit advantages and/or disadvantages. Bards with these new songs will be able to pick Enhanced Bard Song as a high-level ability and it will appear as another option with the innate abilities for the other songs. IWD Class Updates: Bard: Selectable Bard Songs for Jesters and Skalds Requires Throne of Bhaal This component allows Jesters and Skalds to switch their bard songs between their normal song and the new Enhanced Bard Song they can select as a High-Level Ability. Blades are skipped as their bard song is, in every way, inferior to Enhanced Bard Song. Truecass bards are also omitted--if Add IWD Bard Songs is installed they already have the ability to switch songs and, if it's not installed, then they're in the same situation as Blades in that the Enhanced Bard Song is superior to their normal song. This component is skipped if Rogue Rebalancing's Bard High Level Ability revisions component is installed as it provides a superior, kit-specific Enhanced Bard Song for both Jesters and Skalds and there would be no reason to switch back. IWD Class Updates: Bard: Use IWD Spell Progression Also available in the Tweaks Anthology mod Bards in Icewind Dale could learn up to eighth-level spells and this component makes the IWD table available. This is also available in Tweaks Anthology as Alter Bard Spell Progression Table: Un-Nerfed Table. A comparison of the spell progression tables is available from the Tweaks documentation. IWD Class Updates: Druid: Use IWD Shapeshifting and Ability Progression This makes several changes to the druid class. Trueclass druids swap their BG2 shapeshifting (wolf, black bear, brown bear) for the IWD progression: winter wolf (level 5), boring beetle (level 7, but kept as black bear for vanilla games without Infinity Animations), polar bear (level 9), fire elemental (level 11), earth elemental (level 13), and water elemental (level 15). Immunity from poison is moved from level 15 to level 9, and instead of the BG2 elemental resists at levels 18/21/24, the druid becomes immune to fatigue at level 15. IWD Class Updates: Druid: Allow Elves to be Druids Enhanced Editions Only As simple as it gets: this opens the druid class and fighter-druid multi-class to elves, but is only available on EE games. IWD Class Updates: Paladin: IWD Abilities and Skills The paladin's Detect Evil ability becomes an at-will ability, and Protection From Evil only protects the paladin but lasts 24 hours. Paladins can cast Cure Disease (per the cleric spell) once per day and Smite Evil once per day (does 1d6 plus 1d6 per thee levels of magic damage to an evil opponent). Paladins are now immune to disease and become immune to fear at level three. They also receive an expanded spellcasting table, being able to start casting spells at level 6 instead of 9. IWD Class Updates: Paladin: Use IWD Spell Progression Also available in the Tweaks Anthology mod Icewind Dale expanded the level and number of spells high level paladins could cast. This component replaces the game tables with those of IWD-HoW. This is also available in Tweaks Anthology as Paladins Use IWD-HoW Spell Progression Tables (grogerson). A comparison of the spell progression tables is available from the Tweaks documentation. IWD Class Updates: Ranger: Use IWD Spell Progression Also available in the Tweaks Anthology mod Icewind Dale expanded the level and number of spells high level rangers could cast. This component replaces the game tables with those of IWD-HoW. This is also available in Tweaks Anthology as Rangers Use IWD-HoW Spell Progression Tables (grogerson). A comparison of the spell progression tables is available from the Tweaks documentation. IWD Class Updates: Thief: Evasion Enhanced Edition Only At level seven, thieves earn the Evasion perk. When a thief is hit by a spell that can be evaded (Fireball, Lightning Bolt, etc.), the thief is allowed a Save vs. Breath to completely avoid the effects. If the Saving Throw is failed, the spell works normally, including a save for half damage if the spell allows for it. A helpless thief (e.g. held, stunned, or asleep) cannot use Evasion. Spell Packs Arcane Spell Pack This component adds more than 30 arcane spells from Icewind Dale. This component does not alter existing BG2 spells to match their IWD counterparts, except as noted below. Complete descriptions are available on the project pages as well as in-depth technical information. Updated: Emotion, Hopelessness is updated to its IWD counterpart to match the other three new spells in the Emotion series. The fifth level elemental conjuring series is updated to its IWD counterpart to facilitate the addition of the water elemental spell. IWD has its own version of Mordenkainen's Sword which is brought into the game as Mordenkainen's Force Blade. Level 1: Expeditious Retreat Level 2: Cat's Grace2, Decastave, Snilloc's Snowball Swarm Level 3: Icelance, Lance of Disruption Level 4: Beltyn's Burning Blood; Emotion, Courage; Emotion, Fear; Emotion, Hope; Mordenkainen's Force Missiles; Shadow Monsters; Shout; Vitriolic Sphere Level 5: Conjure Water Elemental, Demi-Shadow Monsters, Shroud of Flame, Summon Shadow Level 6: Antimagic Shell, Darts of Bone, Lich Touch, Monster Summoning IV, Otiluke's Freezing Sphere, Shades, Soul Eater1, Trollish Fortitude Level 7: Acid Storm, Malavon's Rage, Monster Summoning V, Mordenkainen's Force Blade, Seven Eyes1, Suffocate Level 8: Great Shout, Iron Body, Mind Blank, Monster Summoning VI Level 9: Monter Summoning VII 1 Only available for EE games 2 Only available for EE games OR vanilla games with TobEx installed Divine Spell Pack This component adds more than 40 divine spells from Icewind Dale and does not alter existing BG2 spells to match their IWD counterparts. Divine spellcasters will receive these spells, as appropriate, in their spellbooks as they level up. Joinable NPCs also receive updates to their spellbooks to account for the new spells. Complete descriptions are available on the project pages as well as in-depth technical information. Level 1: Cause Light Wounds, Curse, Sunscorch Level 2: Alicorn Lance, Beast Claw, Cause Moderate Wounds, Cure Moderate Wounds Level 3: Cause Disease, Cause Medium Wounds, Circle of Bones, Cloudburst, Exaltation, Favor of Ilmater1, Mold Touch1, Moonblade, Prayer, Spike Growth, Storm Shell Level 4: Blood Rage, Cloud of Pestilence, Giant Insect2, Produce Fire, Recitation, Smashing Wave, Star Metal Cudgel, Static Charge, Thorn Spray, Unfailing Endurance, Wall of Moonlight Level 5: Animal Rage, Mass Cause Light Wounds, Righteous Wrath of the Faithful, Shield of Lathander, Spike Stones, Undead Ward Level 6: Entropy Shield, Spiritual Wrath1, Whirlwind Level 7: Destruction; Energy Drain; Greater Shield of Lathander; Impervious Sanctity of Mind; Mist of Eldath; Stalker; Symbol, Hopelessness; Symbol, Pain; Wither 1 Only available for EE games 2 Only available for EE games OR vanilla games with Infinity Animations installed Expanded Portrait Icons Non-EE Games Only On the Enhanced Editions, all of the Icewind Dale portrait icons for the spells in the Arcane and Divine Spell Packs and the songs from IWD CLass Updates: Bard. Unlike the Enhanced Editions, portrait icons are limited to a fixed number of slots and, as such, many of the imported spells and bard songs do not get their unique portrait icons. These are made available as a separate component because there's no easy way to patch these into the game and this component will destructively overwrite changes made by other mods to expand the portrait icon system.
  18. All components are optional. Monk Remix Available for all Enhanced Edition games, or the original Windows versions of BG2/Tutu/BGT This component changes Monks to bring them more in line with their 3rd Edition pen-and-paper counterparts. Their class description becomes as follows: MONK: Monks are warriors who pursue perfection through action as well as contemplation. The key feature of the monk is his ability to fight unarmed and unarmored. Thanks to his rigorous training, he can strike as hard as if he were armed and strike faster than a warrior with a sword. Though a monk casts no spells, he has a magic of his own. He channels a subtle energy, called ki, which allows him to perform amazing feats, the best known of which is the ability to stun an opponent with an unarmed blow. As a monk gains experience and power, his mundane and ki-oriented abilities grow, giving him more and more power over himself and, sometimes, over others. Monks may be of any Lawful alignment. Advantages: - Gains a +2 bonus to maximum unarmed damage at 1st, 4th, 8th and 12th levels, and a +4 bonus at 16th, 20th and 24th levels. - Gains a +1 bonus to minimum unarmed damage at 12th and 24 levels. - Gains 1/2 an extra unarmed attack per round every 3 levels (starts at 3rd level, ends at 18th level with a total of 4 unarmed attacks per round). - Fists are considered magical weapons at 4th level, +1 at 10th, +2 at 16th, +3 at 22nd, +4 at 28th, +5 at 34th, and +6 at 40th. - Gains a +1 bonus to all saving throws at 2nd and 9th levels. - Gains a +2 bonus to saving throws vs. spells at 3rd level. - Gains a +1 bonus to Armor Class every 5 levels (starts at 5th level). - Gains a +1 bonus to Armor Class vs. missiles every 3 levels (starts at 2nd level). - Gains a +1 bonus to movement rate every 3 levels (starts at 3rd level). - Gains immunity to disease at 5th level. - Gains immunity to poison at 11th level. - Gains magic resistance equal to current level + 10 at 13th level. - Gains immunity to charm at 20th level. - Gains immunity to non-magical weapons at 20th level. - May use 'Flurry of Blows' ability once per day. The monk gains 1 additional attack per round for the next turn, but also suffers -4 THAC0 penalty. This penalty is reduced to -3 at 5th level, -2 at 9th level, and -1 and 13th level. - May use 'Stunning Fist' ability once per day per level. All attacks made by the monk in the next round force the victim to save or be stunned. NOTE: this special ability automatically modifies a Monk's normal attack, so no targeting needs to be done. - May use 'Wholeness of Body' ability once per day at 7th level. The monk heals a number of his own hit points equal to twice his current level. - May use 'Quivering Palm' ability once per day at 15th level. The monk's next successful melee attack sets up vibrations in the target's body, causing it to save vs. death or die. NOTE: this special ability automatically modifies a Monk's normal attack, so no targeting needs to be done. - May use 'Empty Body' ability once per day per level at 19th level. The monk assumes an ethereal state for 1 round, becoming invisible and immune to immune to all damage, but also unable to launch any attack. - Can Hide In Shadows and Move Silently. - Can Find Traps. - Can read clerical scrolls. Disadvantages: - Cannot wear any armor. - Cannot make use of shields. - Can only use one-handed weapons available to the thief class. - Cannot dual-wield. - May only be proficient with his permitted weapons. Hexblade This component will install the Hexblade fighter kit. HEXBLADE: Combining the dynamic powers of martial prowess and arcane might, the Hexblade presents a deadly challenge to opponents unused to such a foe. Hexblades adventure for personal gain, whether that gain is power, prestige, wealth, or all the above. The style of the Hexblade is selfish, sometimes even cruel, and even the friendliest-seeming Hexblade is typically self-serving. Their magic aids them in combat, and they specialize in cursing their foes. Hexblades are able to use their magic while wearing armor, and may be of any non-good alignment. Advantages: - Gains a +1 bonus to saves vs. spells. An additional +1 bonus is gained at level 11. - May cast Doom once per day per 5 levels. - From level 4, may cast Charm Person and Sleep once each per day. An extra use is gained at level 8. - From level 7, may cast Greater Malison once per day. Extra uses are gained at levels 14 and 20. - From level 8, may cast Invisibility and Mirror Image once each per day. An extra use is gained at level 12. - From level 12, may cast Protection from Normal Missiles and Vampiric Touch once each per day. An extra use is gained at level 16. - From level 16, may cast Improved Invisibility and Polymorph Other once each per day. An extra use is gained at level 20. Disadvantages: - May only Specialize (2 stars) in weapons. - THAC0 does not improve at levels 4, 8, 12, 16 and 20. - May not dualclass. A Hexblade may pick the Wizard spells of Power Word: Blind, Silence or Stun as HLAs, each useable once per day, in addition to the normal choice available to a Fighter. These are cast in the same manner as their other spells. Duelist This component will install the Duelist fighter kit. DUELIST: The Duelist is the happy-go-lucky hero with the ready wit and the flashing rapier. He's happiest when he's in the big city, but can be an imposing warrior anywhere-enemies often underestimate him because of his charming manners and don't realize that he can hold his own in the melee as well as anyone else. Attacking with a trademark speed and grace, the Duelist's agility makes up for their disdain for heavy armor or large weapons. The Duelist, because he's bright and well-spoken, often becomes party leader... or at least the leader's spokesman. Duelists are found among all races and alignments. Advantages: - Gains a +1 bonus to weapon speed factor, THAC0 and damage per 10 levels. - Gains a +1 bonus to armor class per 5 levels. Disadvantages: - Grand Mastery may only be attained using single-handed, bladed weapons. All other weapons, and the Two-Handed Weapon fighting style, are limited to one proficiency point. - May not wear armor heavier than studded leather. Fist of Order This component will install the Fist of Order fighter kit. FIST OF ORDER: While many view the Fists simply as efficient (if brutal) mercenaries, they are in fact templars sworn to the service of their unforgiving deities--typically Iyachtu Xvim, son of the dead Bane, Lord of Tyranny. Members are also sometimes found among other militaristic and Lawful faiths, such as that of Helm. The world is a dark and unforgiving place, or so says the Church of Xvim, wherein the strong survive by ruling the weak and forging order from the chaos. To support its dogma, the Church established this elite company of templars and made them available for hire to those whose causes complemented the Church's ultimate goals (and who could, naturally, afford to pay the hefty tithes necessary to maintain a crack unit of well-armed and well-trained men and women). The Fists are infamous for their efficient brutality: nowhere will an employer in need of military aid locate mercenaries more dedicated to ensuring that the rule of law prevails over the forces of anarchy and confusion. Fists of Order must be of Lawful Evil, Neutral Evil or Lawful Neutral alignments. They sacrifice mastery of any single weapon in favor of the highly efficient use of many types of weapon, allowing them to act as most appropriate for the situation at hand. Advantages: - Gains a +1 bonus to THAC0 per 6 levels. - From 4th level, gains a +1 bonus to damage per 6 levels. - From 7th level, may cast Cloak of Fear once per day. Extra uses are gained at levels 14 and 20. Disadvantages: - May only Specialize (2 stars) in weapons. Blackguard This component will install the Blackguard fighter kit. BLACKGUARD: The Blackguard epitomizes evil. The quintessential black knight, this villain carries a reputation of the foulest sort that is truly well-deserved. Consorting with fiends and serving dark deities, the blackguard is feared by all. Some people call these villains anti-Paladins due to their completely evil nature. The comparison with Paladins is an apt one, for where the Paladin serves their deity in the name of Law and Good, to the benefit of all civilized creatures, the Blackguard does the bidding of their fell master and seeks to increase only their own power. Blackguards may be of any Evil alignment. Advantages: - May use Lay on Hands on himself once per day, healing the Blackguard 2 hit points per level. - May cast Detect Good and Protection from Good each 3 times per day. These are analogous to Detect Evil and Protection from Evil, except deal with Good creatures. - From level 5, may coat his weapon in poison once per day per 6 levels. Attacks made in the next round will inject the poison into the target, dealing out 1 damage per second for 24 seconds (3 damage for the first 6 seconds). A saving throw vs. poison limits damage to 12 total. - From level 7, may cast Animate Dead once per day. Extra uses are gained at levels 14 and 20. Disadvantages: - May only Specialize (2 stars) in weapons. - May not dualclass. - A Blackguard whose reputation exceeds 14, or ceases to be of Evil alignment, is forever cursed by his deity and loses all special powers. He is thereafter treated as a Fighter, except he is still limited to Specialization in weapons. The Blackguard's HLA table is the same as the standard Fighter table, with the addition of Summon Fallen Deva. Duskblade This component will install the Duskblade fighter kit. DUSKBLADE: The duskblade blurs the line between spellcaster and warrior, marrying the power of magic with hand-to-hand combat prowess. A student of ancient elven spellcasting techniques, the duskblade combines arcane spellcasting with the combat skills of a fighter. While the ability to cast arcane spells in armor originated with the elves, over the millennia the secrets of the duskblade have been disseminated to the other races and today members of any race can become a duskblade. Duskblades are able to use their magic while wearing armor up to and including splint mail, and may be of any non-evil alignment. Advantages: - From level 4, may cast Entropic Shield and Magic Missile once each per day. An extra use is gained at level 8 and 12. Entropic Shield forms a magical residue providing mild protection from all ranged attacks. The shield has a 20% chance of deflecting a missile attack away from the caster. This lasts for 5 rounds per 4 levels of the caster. - From level 7, may cast Melf's Acid Arrow once per day. Extra uses are gained at levels 14 and 20. - From level 8, may cast Remove Magic and Haste once each per day. An extra use is gained at level 12. - From level 12, may cast Greater Malison and Stoneskin once each per day. An extra use is gained at level 16. - From level 16, may cast Breach and Phantom Blade once each per day. An extra use is gained at level 20. Disadvantages: - May only Specialize (2 stars) in weapons. - May not dualclass. - May not use bows or missile weapons - Can only wear armor up to and including splint mail A Duskblade may pick the Wizard spells of Tenser's Transformation, Mantle or Mordenkainen's Sword as HLAs, each useable once per day, in addition to the normal choice available to a Fighter. These are cast in the same manner as their other spells.
  19. This mod is designed to work with Baldur's Gate: Enhanced Edition, Baldur's Gate II: Enhanced Edition, BG2: Shadows of Amn (with or without the expansion pack Throne of Bhaal), Icewind Dale: Enhanced Edition, and with the mod conversions Enhanced Edition Trilogy, Baldur's Gate Trilogy, and Baldur's Gate Tutu. The mod is fully compatible with the changes made in the Ashes of Embers "Universal Weapons" component, provided Song and Silence is installed after it. The Rogue Rebalancing and Refinements mods from Spellhold Studios also alter rogues (bards and thieves); if you are using these then you should get the benefits of whichever was installed most recently. Until I get HLAs (High Level Abilities) done in this mod I would recommend installing one of them before this mod, so you get their HLAs and my new kits and changes to classes. All the new kits in this mod currently use the standard HLA tables so will be compatible with Refinements and Rogue Rebalancing. If you have kitted Imoen or Nalia with the Adventurer kit from the NPC Kitpack, installing Song and Silence's Adventurer kit will update them to the (slightly different) S&S version of the Adventurer. The Acrobat and Chorister bard kits will use the additional songs from IWDification's Bard Song component. Song and Silence contains the following components which can be installed independently of one another: Changes to trueclass bards and thieves, and unmodded game kits This is required for all other components. This component changes thieves and bards to be more in line with P&P rules and my own personal views on the classes. Firstly, alignment restrictions have been changed. Thieves can now be of any alignment (previously Lawful Good was prohibited), as can kitless Bards and Blades. Jesters and Skalds can now be of any non-Lawful alignment. Secondly, this component fixes several bugs to do with bards and rogues in the unmodded game. These are listed below. Some of these bugs may be fixed by other mods/patches/fixpacks such as Baldurdash. There will be no problems with having the fixes from both sources installed. Blades not actually suffering a penalty to their Pick Pockets skill as the description states. Skalds were not getting a bonus to hit as the description states. Swashbucklers had incorrect maximum proficiency slots in Katana, Crossbow, Short Bow and Sling. Thirdly, Thieves (kitless and kitted) can now place 3 proficiency points in Two Weapon Fighting Style. The Swashbuckler description has been altered to reflect the fact that this is now not unique to them. Further versions will include HLA changes - at the moment I would suggest using aVENGER's Rogue Rebalancing from Spellhold Studios as an alternative. aVENGER has graciously allowed us to use his work as a basis for HLAs in this mod, so if you've been using Rogue Rebalancing and liked that you should hopefully enjoy this mod too! Add new bardic store and thief items This component adds a new storekeep, Raoul, to the game who sells a variety of interesting new items. These are mainly for bards but other classes may find something to suit as well... So be sure to take a peek. Raoul can be found standing between two tents at the Nashkel Carnival in BGEE/BGT/Tutu, and outside the Five Flagons at the Merchant's Square in the Athkatla Bridge District in BGIIEE/BGT/BG2. Note that while Raoul will appear in both the Carnival and the Bridge District in BGT games, his store inventory will not carry over from Nashkel to Athkatla. A selection of new items designed with thieves in mind has also been added; in BGEE/BGT/Tutu they can be found in the inventory of Black Lily (in the Thieves' Guild in the city of Baldur's Gate) and in BGIIEE/BGT/BG2 you can find them with Roger the Fence (in the Sewers of Athkatla underneath the Temple District). Install Acrobat bard kit ACROBAT: As entertainers, most Acrobats are typically found accompanying carnivals or circuses, although a troupe of Acrobats can put on a remark­able show all by themselves. The often perform in large taverns or in clubs, using their arts to draw in the crowd and captivate them long enough for the proprietor to drain their purses. Acrobats are flashy and love to show off their skills; whatever they do, they like to do with a sense of style and a flair for the dramatic. Acrobats sometimes become cat burglars extraordinaire, and they are also useful adventuring allies, as they can squeeze into places where others cannot go without the aid of magic. Their skill at avoiding traps and other dangers also makes them excellent scouts. Advantages: - +1 bonus to Armor Class - +1 bonus to Armor Class vs. missiles every 8 levels - May place up to 2 proficiency points in slings, darts and daggers Disadvantages: - May only place proficiency points in weapons a thief can use - May not wear armor heavier than Studded Leather - Only has one-half normal lore value Install Chorister bard kit CHORISTER: Music, whether hymn, symphony or dark chanting intonation, plays an important part in the services of most deities. For aiding in performing rituals or just leading the faithful in worship, most holy places have at least one bard, known as a Chorister. Choristers are not only to be found within temple walls, however; many faiths use them as missionaries, helping to bring new worshippers into the fold. Many an adventuring bard with a religious bent can also end up as a Chorister, finding their prayers answered by the deity they venerate. Advantages: - Knows a small selection of divine spells. These are accessed and memorized as Mage spells: Level 1: Armor of Faith, Cure Light Wounds, Doom Level 2: Chant, Draw Upon Holy Might, Slow Poison Level 3: Cure Medium Wounds, Glyph of Warding Level 4: Defensive Harmony, Holy Power Level 5: Mass Cure Level 6: Bolt of Glory Disadvantages: - Only has one-half normal Lore value - Only has one-half Pick Pockets percentage Install Dirgesinger bard kit DIRGESINGER: Dirgesingers voice melodies not of celebration and joy, but of sorrow and grief. They seek to spread this melancholy outlook far and wide, believing that only those who give in to their sadness can truly understand the world. These sad wanderers seek to express their grief through songs that teach the hearts of their listeners the meaning of true sorrow. Some of these fallen bards want nothing more than for others to understand the depths of their loss. A few are sinister creatures who believe that, since joy has been extinguished for them, they must in turn extinguish the joy of others by using their powers to teach the folly of love, the futility of hope, and the finality of the grave. Dirgesingers of this last sort often associate themselves with powerful undead; serving in the courts of vampire lords or lich-kings. Dirgesingers are limited to non-good alignments. Advantages: - Song Curses enemies, giving them a -1 penalty to saves and THAC0 - From level 5 may use a Song of Horror 1/day. This has the same effects as the level 2 Wizard spell, Horror - From level 7 may use a Song of Grief 1/day. This has the same effects as the level 4 Wizard spell, Confusion - From level 9 may use a Song of Awakening 1/day. This has the same effects as the level 5 Wizard spell, Animate Dead Disadvantages: - Song does not improve with level - Only has one-half normal Lore value Install Luring Piper bard kit LURING PIPER: Luring Pipers are often employed as rat-catchers or similar vermin control specialists by townsfolk or farmers. By using their enchanting song they are able to charm their foes into traps or away from the town or farmland. However it unwise to cross a luring piper as their song can affect more than just vermin. Advantages: - Song charms enemies unless they save vs. spells at +2, with a -1 penalty per 5 levels of the bard - Has a +1 bonus to saves vs. spells per 8 levels - Can cast Curse once per day. The opposite of a Bless spell, this gives foes a -1 penalty to THAC0 and saves Disadvantages: - Cannot learn mage spells from the schools of Conjuration, Invocation or Transmutation Install Adventurer thief kit If you have kitted Imoen or Nalia with the Adventurer kit from the NPC Kitpack, installing this will update them to this version of the Adventurer. ADVENTURER: The adventurer is a jack-of-all-trades, not so much a thief as a character who takes advantage of general thiefly skills on adventures. An Adventurer is preferred by many adventuring parties, because he is much less likely than other thieves to betray or steal from his own companions. The successful Adventurer knows the value of trust and cooperation, while many a "street thief" has been raised on duplicity and (sometimes literal) backstabbing. Advantages: - +5% to Open Locks and Find/Remove Traps every other level - Gains a +1 bonus to all saves at levels 1, 8 and 14 Disadvantages: - No backstab multiplier Install Burglar thief kit BURGLAR: This sort of thief is the consummate Burglar. He is an expert at breaking and entering the most difficult buildings, bypassing walls, locks, traps and guardians, grabbing the best loot, and escaping unnoticed as stealthily as he arrived. Advantages: - +10% to Find Traps, Hide In Shadows, Move Silently and Open Locks - Can Specialize in Daggers, Darts, and Slings Disadvantages: - -20% to Pick Pockets and Set Traps - Gains trap usage at half the rate of a normal thief Install Soulknife thief kit SOULKNIFE: This sort of thief, a being possessed of potent psionic power, recognizes his or her own mind as the most beautiful and deadly thing in all creation. With practice, they have learned to forge their mental strength into a semisolid blade of pure psychic energy. This weapon, known as a mind blade, means that even when unarmed the soulknife is but a thought away from a deadly strike. Advantages: - Can achieve Mastery in short swords - Can manifest a Mind Blade once per day per 10 levels. This short sword is a psionic weapon that lasts for 1 round/level, and counts as being of enchantment 1 higher than it is when determining what it can hit, to a maximum of +5. Each hit heals the Soulknife 1 Hit Point. THAC0 bonus and damage improve by 1 per 5 levels, to a maximum of +5 at level 25. Range improves by 10 every 5 levels to a maximum of 50 at level 25. Disadvantages: - Cannot set traps - Only gets 15 skill points per level Install Sharpshooter thief kit SHARPSHOOTER: This sort of thief tends to be a stealthy character, preferring to engage a target from afar with bolt or arrow rather than face them in dangerous melee combat. Unlike the ranger, the Sharpshooter uses her skills to aid her dubious activities involving the property and lives of others rather than the protection of the great outdoors. Although well-versed in the use of many missile weapons, the sharpshooter is not as resilient as a true warrior and the propensity for missile attacks over melee means that they lack the opportunism of other thieves when it comes to backstabbing. They tend not to see this as a disadvantage, instead striking from the shadows with a well-aimed projectile, or setting a deadly trap for those who would follow, when necessary. Advantages: - Can attain Grand Mastery in any missile weapon a thief can use - May coat his missile weapon in poison once per day per 4 levels. Attacks made with the weapon in the next round will inject the poison into the target, dealing out 1 damage per second for 24 seconds (3 damage for the first 6 seconds). A saving throw vs. poison limits damage to 12 total. Disadvantages: - No backstab multiplier Install Shadowdancer thief kit Since BGEE/BGIIEE already have their own Shadowdancer, this kit is only available for BG2/Tutu/BGT. SHADOWDANCER: Operating in the border between light and darkness, Shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met. Despite their link with shadows and trickery, Shadowdancers are as often good as evil. They may use their incredible abilities as they wish. Shadowdancers often work in troupes, never staying in one place too long. Some use their abilities to entertain. Others operate as thieves, using their abilities to infiltrate past defenses and dupe others. All Shadowdancer troupes maintain an aura of mystery among the populace, who never know whether to think well or ill of them. Advantages: - Gains a +5% bonus to Hide and Move Silently skills per 2 levels - Has permanent Infravision - May cast Reflected Image once per day - From level 5, can summon a Shadow once per day. The Shadow increases in power as the Shadowdancer gains levels, has stealthy abilities, and is summoned for 8 hours. - From level 8, may cast Shadow Door once per day. Further uses are gained at levels 14 and 20. Disadvantages: - May not set traps - Only gains 15 skill points per level
  20. Mike1072

    Divine Remix

    Version 8 is a major, major rewrite and update. Because of the extensive changes, it should be considered a beta in terms of bugs and stability. Older versions are available at the G3 download center. This mod is designed to work with BG:EE, BGII:EE, IWD:EE, BG2: Shadows of Amn with or without the expansion pack Throne of Bhaal, and various mod conversion projects such as Tutu, BGT, and IWD-in-BG2. New Spells A small selection of new spells are available: Cause Medium Wounds, Cause Blindness or Deafness, Cure Blindness or Deafness, Detect Good, Divine Shell, Faerie Fire, Impregnable Mind, Protection from Good, Protection from Good 10', Resist Acid and Corrosion, Strength of Stone, Conjure Air Elemental, and Energy Drain. Previous versions included a number of imported spells from Icewind Dale; these spells are no longer in The Divine Remix and are instead available in the IWDification mod. Several minor changes are also made to existing spells. Cure Disease no longer cures blindness or deafness (use the new Cure Blindness or Deafness spell); Protection from Evil 10' and Negative Plane Protection are now third level spells; and Chaotic Commands now protects a slightly smaller scope of effects. Two options are available for this component. You can select overwrite, in which case The Divine Remix versions of spells will overwrite similar spells introduced from other mods, e.g. any of the umpteen versions of Faerie Fire will be replaced by DR's version. If you choose not to overwrite, only the spells not already in the game will be added, preserving other mods' versions of these spells. Disable Kits When selecting a kit at character creation, the Infinity Engine is hardcoded to display only nine choices. You can install more than nine kits, but only the first nine installed will be offered as selections. This component gives you the option of making all previously installed kits invisible at character creation, leaving a blank slate for new kits. Please note that this component only removes the kits from selection at character creation--any creatures that still need to use these kits (such as enemies or NPCs) will be fine, i.e. removing the Lathander kit will not prevent the Lathander priests at the temple from being Morninglords. For each class, you have the option of removing mod kits, or mod and original Bioware/Beamdog kits. You can choose to remove kits for each of the four divine classes (cleric, druid, paladin, and ranger) separately. Cleric Remix Cleric Remix General cleric changes are fairly mild. The original three kits have their allowed alignments shifted to be their deity alignment plus one step out--e.g. Morninglords of Lathander (a neutral good deity) will now allow followers of lawful good, neutral good, chaotic good, and true neutral. Notably from the original alignment setup, chaotic neutral clerics only have an option for Talos, and lawful evil only for Helm. Kits have unique holy symbols for their deities, for ToB players. The original cleric kits now use their specialty names instead of generic priest, e.g. the kit names will change from Priest of Lathander to Morninglord of Lathander. The cleric maximum spell progression has been altered to match available 2e source material. Tthe most notable difference is that very high level clerics should see more 7th level spell slots. The clerical strongholds in Shadows of Amn have also been changed slightly, following along the lines of Oversight. Cleric-Rangers will now be offered a choice of stronghold, and the alignment requirements to assist one of the BG2 temples have been altered slightly--Helm no longer accepts Chaotic-aligned characters, for example. The kitted clerics will be offered a stronghold based on their deity, though some trueclass clerics, Painbearers, and Firewalkers will be offered a choice between two temples. Silverstar of Selûne Requires Cleric Remix component This component installs the Silverstar of Selûne cleric kit. SILVERSTAR OF SELÛNE: Selûne (pronounced: seh-loon-ay), Our Lady of Silver, is the goddess of the moon, the stars, and those who use them to navigate. Her eternal foe is the evil Shar, goddess of darkness, night, loss, and forgetfulness. Selûne is often called the Moonmaiden for her connection to the silver moon that orbits Faerun. She is the goddess of the moon and travelers. Selûne's home plane is The Gates of the Moon with her home a shining hall of silver called Argentil. Non-evil lycanthropes honor Selûne as the master of their fate as do astrologers and fortune tellers. Selûne is also growing popular among alewives, laundresses, seamstresses and servants with the message of female empowerment. She is also worshiped by female spellcasters, navigators and sailors. Selûne's clerics, called Silverstars of Selûne, are dedicated advocates of freedom and tolerance, wanderers on the path of truth and absolute foes of Shar. They seek to build harmony among lycanthropes and non-shapechangers, and they protect the weak and the oppressed everywhere. They cannot abide slavery, and they hate most undead. They rarely settle in one place for long, instead moving along when seized by wanderlust or enticed by a new cause or mission. They deal with lunar energies and phenomena and are, to a limited degree, able to wield the power of the moon, bringing its fierce, pure white light to Toril to advance the goddess's wishes. Advantages: – May cast Free Action once per day every 5 levels (starts at 1st level with one use). – May cast Moon Shield once per day every 10 levels (starts at 1st level with one use), as detailed below. MOON SHIELD: Upon casting this spell, the Silverstar receives a resistance to all magic. The resistance conferred is 2% per level of the cleric up to a maximum of 40% at 20th level. This resistance is set so if the target already has more magic resistance than the cleric would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled. Disadvantages: – Alignment restricted to chaotic good, neutral good, and chaotic neutral. Nightcloak of Shar Requires Cleric Remix component This component installs the Nightcloak of Shar cleric kit. NIGHTCLOAK OF SHAR: Shar is the goddess of darkness, night, loss, and forgetfulness. Her main aspect is worshipped by those who deal in the night (such as thieves), who hate the light (such as goblin races and their allies), and who feel bitterness and loss. Her symbol is a black disk with a border of deep purple. Shar's mortal enemy is the goddess Selûne and the two fight on a number of levels throughout their immortal lives. There is a continual war between the two faiths and jihads against Selûne and her followers are common where Shar is strong. Clerics of Shar are called Nightcloaks. They exist outside the standard church hierarchy. Shar has no main temple, but instead has a scattering of cells and secretive places throughout the Realms. The Nightcloaks of Shar serve as contacts, messengers, and enforcers of the Dark Lady's will. Advantages: – May cast Confusion once per day every 5 levels (starts at 1st level with one use). – May cast Dark Bolt once per day every 10 levels (starts at 1st level with one use), as detailed below. DARK BOLT: This spell creates small chakrams in the casters hand (one per level of the caster). These chakrams can be hurled, causing silence on a failed save vs. spell on the target creature and causing 2d4 cold damage. Undead creatures must also make a save vs. paralyzation or be held for one round. Disadvantages: – Alignment restricted to neutral evil, lawful evil, chaotic evil, and true neutral. Holy Strategist of the Red Knight Requires Cleric Remix component This component installs the Holy Strategist of the Red Knight cleric kit. HOLY STRATEGIST OF THE RED KNIGHT: Holy Strategist is the name by which a cleric of the Red Knight is known, and it is an apt title indeed. By devoting themselves to mastering military tactics and strategy, these militant clerics hone their minds and bodies into the deadliest weapons in Faerun. So impressive is their reputation that armies outnumbering their foes three to one have been known to surrender upon learning that a Holy Strategist leads the opposing force. Collectively, the clerics of the Red Knight are referred to as the Red Fellowship. Many members serve as high-ranking commanders in armies throughout Faerun, often personally leading elite "special forces" units. Others who are not directly in the employ of the church serve as instructors at military academies or as quartermasters in charge of keeping the troops on the front line fed and supplied. When they are not in battle, Holy Strategists wear flowing robes of red accented with white. Advantages: – May cast Haste once per day every 5 levels (starts at 1st level with one use). - At 13th level, Holy Strategists can make two melee attacks per round. Disadvantages: – Alignment restricted to lawful good, lawful neutral, and lawful evil. Battleguard of Tempus Requires Cleric Remix component; not available for games with an existing Tempus kit (e.g. IWDEE) This component installs the Battleguard of Tempus cleric kit. BATTLEGUARD OF TEMPUS: Tempus is the Realms' god of war, the Lord of Battle, the Foehammer. He is random in his favors, yet his chaotic nature favors all sides equally. He may be on an army's side on one day and against them the next. Such is the nature of war as embodied by Tempus. The dress of the priest of Tempus is armor, battle-worn and battered. In more civilized regions this has been replaced by a steel skullcap, but the message is the same--these are warrior priests. Their place is in the trenches with the troops, urging them onwards. Priests of Tempus may be found on both sides of a conflict, as none can ever truly know who the war god will favor. Advantages: - Can specialize (two points) in any melee weapon that a cleric can use – May cast Holy Power once per day every 5 levels (starts at 1st level with one use). – May use Rage once per day every 10 levels (starts at 1st level with one use), as detailed below. RAGE: The enraged state lasts for 1 turn. While enraged, a Battleguard gains a bonus of 2 to <PRO_HISHER> attack and damage rolls as well as to <PRO_HISHER> Armor Class, and becomes immune to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. The Battleguard also gains 15 temporary Hit Points which are taken away at the end of <PRO_HISHER> berserk spree, possibly knocking <PRO_HIMHER> unconscious. Disadvantages: – Alignment restricted to chaotic neutral, chaotic good, true neutral, and chaotic evil. - Cannot be proficient in ranged weapons. Painbearer of Ilmater Requires Cleric Remix component This component installs the Painbearer of Ilmater cleric kit. PAINBEARER OF ILMATER: Ilmater is the Crying God, the god of endurance, suffering, martyrdom, and perseverance. It is he who offers succor and calming words to those who are in pain, oppressed, or in great need. He is the willing sufferer, the one who takes the place of another to heft the other's burden, to take the other's pain. He is the god of the oppressed and unjustly treated. In early days Ilmater's symbol was a blood stained rack, but of late a set of white hands bound by a blood red cord is used. The latter symbol has increased Ilmater's popularity in the world at large. Ilmater dwells in the Twin Paradises. The followers of Ilmater are often perceived as being intentional sufferers, but in reality they offer a great deal along the "pure clerical" nature of healing and recovery to those who have been hurt. They put others ahead of themselves, are sharing, and emphasize the spiritual nature of life over the gross material body. Ilmater's priests are found where they are needed, which is usually in the worst possible conditions, ministering to the needs of the oppressed, and the poor. They dress simply in gray, with gray skullcaps (blood red for the higher ranks). Advantages: – May cast Lay on Hands once per day every 5 levels (starts at 1st level with one use). – May use Ilmater's Endurance once per day every 10 levels (starts at 1st level with one use), as detailed below. ILMATER'S ENDURANCE: The Painbearer draws upon Ilmater to be able to shoulder the burden of trials ahead. For 1 round per level of the Painbearer, the cleric gains 2 to saves, doubles HP, is immune to panic and disease, and will stand firm in the face of any charge or force. Disadvantages: – Alignment restricted to lawful good, neutral good, and lawful neutral. Firewalker of Kossuth Requires Cleric Remix component This component installs the Firewalker of Kossuth cleric kit. FIREWALKER OF KOSSUTH: Kossuth, Firelord, the Tyrant among Fire, is an Elemental Lord from the Elemental Plane of Fire. He is generally uncaring to his faithful, but continues to grant his priests their powers since their worship increases his power on his home plane. To maintain continued worship he does take a limited interest in his followers' mortal problems, and occasionally makes his presence known with a manifestation, but never an avatar. Kossuth's church is varied and chaotic since he takes no interest in its structure. As a result it is a collection of cults with each faction coming up with its own ethics, codes, morals, and teachings. Kossuth's symbol varies greatly from faction to faction, but is generally a depiction of fire. It is believed that if Kossuth's following were to somehow become unified he would become a very powerful force in the Realms, something the other gods don't really wish to see happen. Of the four Elemental Lords, the best known and most feared are the cults of Kossuth, who are very powerful in Thay and the lands of the East. Firewalkers of Kossuth can be of any alignment, but most are evil, reveling in the destructive power of fire. They can be members of any race. They dress in whatever their faction deems appropriate for the representation of their god. This is usually robes and long capes in reds, yellows, and oranges. Advantages: – May cast Sunfire once per day every 5 levels (starts at 1st level with one use). - Gains 2% fire resistance per level. Disadvantages: – None. Authlim of Iyachtu Xvim Requires Cleric Remix component This component installs the Authlim of Iyachtu Xvim cleric kit. AUTHLIM OF IYACHTU XVIM: Iyachtu Xvim is said to the result of a union between the Black Lord, Bane, and a greater or a true tanar'ri, and thus the blood of Bane runs through his veins. Another tale says he is the spawn of the Black Lord and a corrupted Paladin. Also called the Godson and the Son of Bane, Xvim has served as Bane's instrument in the Realms, carrying out the will of his father. He appears either as a gaunt, naked man with a great scimitar or a black cloud with glowing green eyes. Xvim was imprisoned under Zhentil Keep during the Time of Troubles, where he was held for ten years. He managed to free himself when Zhentil Keep fell during the Cyrinishad fiasco, where he also managed to steal the portfolios of Tyranny and Hatred away from Cyric. He is now the god of Fear, Hatred, Malice, and Tyranny. He is working toward fully taking the place of his father, Bane, which makes him a bitter enemy of Cyric. His following is strongest in the East, particularly in Thay, but his priesthood is rapidly spreading throughout the Realms. His priests favor black robes trimmed with dark green. They also wear black iron gauntlets with glowing green eyes painted on the back of the hand. These gauntlets are actually the priests' holy symbols of Xvim. Advantages: – May cast Greater Malison once per day every 5 levels (starts at 1st level with one use). – Immune to Fear Disadvantages: – Alignment restricted to lawful evil, lawful neutral or neutral evil. Lorekeeper of Oghma Requires Cleric Remix component This component installs the Lorekeeper of Oghma cleric kit. LOREKEEPER OF OGHMA: Oghma is the god of knowledge and invention, the Binder of What is Known, and the Patron of Bards. He is the most powerful god of knowledge in the Realms (second if you consider magical ability as knowledge, with Mystra at its head). Deneir and Milil both act as intercessors for Oghma, carrying new information both to him and to those whom Oghma favors. Oghma's followers believe that knowledge is most supreme, particularly in its raw form, the idea. An idea has no weight but can move mountains. It has no height but it can dominate a nation. It has no mass but it can push aside empires. Knowledge is the greatest tool of humankind, outweighing anything made by mortal hands. Before anything can exist, the idea must exist. Advantages: – May cast Secret Word once per day every 5 levels (starts at 1st level with one use). - Gain a base of 10 lore/level. Disadvantages: – None Heartwarder of Sune Requires Cleric Remix component This component installs the Heartwarder of Sune cleric kit. HEARTWARDER OF SUNE: Sune (pronounced: sue-nee) Firehair is said to be the fairest of all the powers. When she is represented, she is shown as the most beautiful woman in the Realms, with sweeping, radiant, red hair and incredible charms. The Sunite faith is a popular one in large metropolitan areas and among the nobility. Those of a literary or artistic bent, as well as people falling in love or looking for lifemates, often venerate the Lady Firehair. Sune herself is said to be benevolent and sometimes whimsical, alternating between deep passions and shallow flirtations. She has been romantically linked with many of the Faerunian powers in the myths of the Realms, though she has never shown any love at all for the gods of fury, Talona, or Tempus, since their functions posit the destruction of many beautiful things, both living and inanimate. Currently, she is rumored to have been rather smitten by the noble actions of Torm at Tantras during the Time of Troubles. Sune's speciality priests, known as Heartwarders of Sune, are aesthetes and hedonists who actively seek out pleasure and beauty in all things, and who nurture the creation of beautiful objects. They are typically found in large cities in the company of the cultural elite. Most are active patrons of the arts, and all play the role of matchmaker for persons in all levels of society. Many are employed as artists, crafters, performers, or instructors, though a few travel the world to promote beauty and love. Advantages: - 1 Charisma – May cast Emotion: Hoplessness once per day every 5 levels (starts at 1st level with one use). – May use Veil of Djalice once per day every 10 levels (starts at 1st level with one use), as detailed below. VEIL OF DJALICE: The Heartwarder temporarily augments <PRO_HISHER> beauty to unearthly levels, boosting effective charisma to 20 and forcing any hostiles to save vs. spell at -2 or be dire charmed for six rounds. Disadvantages: – Alignment restricted to neutral good, chaotic good, and chaotic neutral. Feywarden of Corellon Requires Cleric Remix component This component installs the Feywarden of Corellon cleric kit. FEYWARDEN OF CORELLON: The leader of the elven pantheon, Corellon Larethian (CORE-ehlon Lah-RETH-ee-yen) is said to have given birth to the entire elven race, although sometimes Sehanine or Angharradh are given credit as well. Elven lore states that the Fair Folk sprang from drops of blood Corellon shed in epic battles with Gruumsh mingled with Sehanine's (or Angharradh's) tears. The Creator of the Elves embodies the highest ideals of elvenkind, and he is the patron of most aesthetic endeavors, including art, magic, music, poetry, and warfare. He is venerated by all the Fair Folk, except the drow and those who have turned to Lolth, Ghaunadaur, Vhaeraun, and other dark powers. Corellon is especially popular with elf and half-elf mages, musicians, and poets. Ceremonial vestments for priests of Corellon consist of azure robes made of gossamer and embroidered with silver quarter moons. Silver circlets engraved with the Protector's symbol are worn on the brow. The holy symbol of the faith is a silver or mithral lunate pendant worn on a slender chain hung from the neck. When adventuring, Corellon's priests generally favor traditionally elven equipment in conscious imitation of their divine patron. Advantages: – May cast Spell Immunity once per day every 5 levels (starts at 1st level with one use). - May place up to 2 proficiency points in weapons and maximum in fighting styles - Gains a 1 bonus to saves vs. death Disadvantages: – Race restricted to elf and half-elf. – Alignment restricted to chaotic good, neutral good or chaotic neutral. Strifeleader of Cyric Requires Cleric Remix component This component installs the Strifeleader of Cyric cleric kit. STRIFELEADER OF CYRIC: Cyric (seer-ick) is a megalomaniacal deity with an immense following. One of the three greater powers of evil on Faerun, he is petty and self-centered, and enjoys misleading individuals of all inclinations so that they perform acts that ruin their lives or so that they make fatal mistakes. He drinks the tears of disillusioned dreamers and broken-hearted lovers. He is not above an alliance with another deity as long as he thinks he can betray the other divine power and come out ahead. Cyric's church is pledged to spread strife and work murder everywhere in order to make folk believe in and fear the Dark Sun. It supports cruel rulers and indulges in intrigue in such a way that the world won't be overrun by wars (and thus fall under the sway of Tempus). His church is often beset by internal feuds and backstabbing, but this conflict has decreased in recent years as Cyric has gained better control of himself and has consolidated the churches of the deities whose portfolios he took over. Strifeleaders wear black and purple robes. Silver bands, the symbol of their enslavement to Cyric, are worn on their wrists. Advantages: – May coat <PRO_HISHER> weapon once per day every 5 levels (starts at 1st level with one use), as detailed below POISON WEAPON: Attacks made in the next round with that weapon will inject the poison into the target, dealing out 1 damage per second for 24 seconds (3 damage for the first 6 seconds). A saving throw vs. poison limits damage to 12 total. – May use Dread Blast once per day every 10 levels (starts at 1st level with one use), as detailed below. DREAD BLAST: Fires a ray of negative energy that deals 4d8 damage 1/level (max 20) and confuses target for one round (save vs. spell at -2 to negate confusion) Disadvantages: – Alignment restricted to chaotic neutral or any evil. Druid Remix Druid Remix Only minor changes are made to druids. Druids have looser bounds on their neutrality requirements--rather than being restricted to true neutral, druids are now allowed to have any alignment that contains neutrality: neutral good, neutral evil, lawful neutral, and chaotic neutral are now allowed in addition to true neutral. On the flipside, the druid's ethos is now enforced on their armor selection for multi- and dual-classes. Before fighter-druids were allowed armor (but not weapons) available to fighters; now both armor and weapons are restricted in the same way. Oozemaster Requires Druid Remix component This component installs the Oozemaster druid kit. OOZEMASTER DRUID: Seeping out of every crack and crevice in the dungeon is some foul, monochromatic substance that adventurers wish wasn't there. Just when they get around the yellow mold, green slime drips from the ceiling. Quite often, such abominations well up naturally, but occasionally they are placed by a more deliberate hand--that of the oozemaster. The oozemaster is not a class for stable individuals. It involves relating one-on-one with things that relate to nothing at all. Unlike the kindred creatures of most druids, the oozemaster's charges have nothing to say. No one has yet developed a Speak with Ooze spell--or if someone has, the oozes haven't responded. Given that oozemasters exude everything but confidence, most of them have few sentient friends and even fewer guests. Thus, they tend to gibber and talk to themselves a lot. There are, however, substantial rewards to pursuing the path of the oozemaster. As their powers develop they find themselves taking on many of the characteristics of their favored creatures, although they become increasingly alien of mindset and find it harder to relate to others. By this point, though, they tend not to see this as much of a disadvantage. Advantages: - May use a Paralytic Touch attack once per day per 5 levels. This spell functions in the same manner to the second level mage spell Ghoul Touch - From level 5, the oozemaster's alien metabolism makes them immune to poison - From level 7, may shapeshift to the form of a mustard jelly. This ability is useable 3 times per day - From level 9, oozemasters become immune to acid - From level 11, the oozemaster's alien metabolism renders them immune to disease - From level 15, oozemasters become immune to blindness, sleep, paralysis, stunning and critical hits as they become one with the ooze and lack a discernable internal anatomy Disadvantages: - Do not gain other standard druidic special abilities (such as shapeshifting into wolves or bears, or the elemental resistance gained at high levels) - Suffers a -1 penalty to Charisma at levels 1, 5, 7, 9, 11 and 15 as they become increasingly separated from a humanoid mindset and their features continue to distort Ranger Remix There are no general changes to rangers in the current release. Bowslinger This component installs the Bowslinger ranger kit. BOWSLINGER: The Bowslinger is the epitome of elven skill with the bow. If there is a difficult shot to make, he will make it. Whether the target can only be reached by firing through high winds or is totally concealed, the Bow Slinger is confident of his ability to make the shot. Advantages: - 1 THAC0 and damage with any missile weapon for every three levels of experience, slowing to every five levels once the bowslinger reaches 18th level - Can achieve high mastery (four points) in bows - May use the 'Called Shot' ability once a day per four levels (starting at 4th level). When the bowslinger activates this ability, any shot made within the next 20 seconds gains 1 to both THAC0 and damage for every four levels of experience - May use the 'Speed Shot' ability once a day per eight levels (starting at 8th level). When the bowslinger activates this ability, he makes one extra attack per round for five rounds - May cast 'Detect Invisibility' once a day per six levels (starting at 6th level) Disadvantages: – Race restricted to elf and half-elf. - Does not gain 'Charm Animal' as an innate ability - -1 to damage with any melee weapon - Can only become proficient (one point) in long swords, short swords and daggers - Can not even be proficient in any other melee weapon - Cannot wear any metal armor Feralan Requires Core Components This component installs the Feralan ranger kit. The Feralan is also included in Unfinished Business--if the kit is installed by UB before The Divine Remix this component will not install but the kit will work in the game fine. FERALAN: What happens to children who wander in the wilderness and are never recovered? Or worse, those who are abandoned there? Many succumb to the dangers of the wild, but a fortunate few are taken in by animals, raised as a part of a lion`s brood, or a wolf`s litter. Cut off from civilization, they gradually take on the characteristics of the creatures who adopted them, forming some kind of unity with the spirit of the wild. In the process they become feralans, beings who combine the savagery of beasts with the intellect of man. Feralans cannot be Lawful Good. Advantages: - 10% to stealth - 1 to Armor Class for every 5 levels of experience (starting at 1st level) - May use the 'Feral Rage' ability once a day per 10 levels. The enraged state lasts for 60 seconds, and grants a bonus of 2 to hit, damage, and AC, and immunity to charm, hold and fear, maze, imprisonment, stun and sleep. He also gains 15 temporary hit points - May use the 'Call of the Wild' ability once a day. This unique ability summons an animal companion who will fight for the caster for 3 rounds 1 round/level. More powerful creatures are summoned at higher levels. Disadvantages: - Becomes winded after Feral Rage. While he's winded he receives -2 to hit, -2 to damage and a 2 penalty to armor class - Can only become proficient (one point) in bastard swords, long swords, short swords, two-handed swords, katanas, scimitars, halberds, flails and crossbows - Cannot wear any armor or use large shields - Maximum Charisma is 2 points lower than a standard member of the race Forest Runner Requires Core Components This component installs the Forest Runner ranger kit. FOREST RUNNER: Wherever a corrupt or oppressive regime holds power, there's bound to be a Forest Runner. Forest Runners rise in opposition to such regimes, living on the fringes of society, usually one step ahead of the law. They're criminals only in a technical sense, as they adhere to a personal code that compels them to wage war against greedy aristocrats and unjust rulers. While the powers-that-be view the Forest Runner as a lawless troublemaker, commoners see him as hero, perhaps their best hope against a tyrannical government. Forest Runners cannot be Lawful Good. Advantages: - 5% to stealth - Can achieve mastery (three points) with long bows, quarterstaffs, long swords, and daggers - May use the 'Inspire' ability once a day per six levels (starting at 1st level). This unique ability boosts the morale and attack rolls of the Forest Runner's companions for 3 rounds. Disadvantages: - May not wear any metallic armor - Can only become proficient (one point) in axes, two-handed swords, warhammers, and crossbows Justifier Requires Core Components This component installs the Justifier ranger kit. The Justifier is also included in Unfinished Business--if the kit is installed by UB before The Divine Remix this component will not install but the kit will work in the game fine. JUSTIFIER: Some expeditions are so demanding and some foes so dangerous that they require the attention of a highly trained specialist whose combat skills far exceed those of the typical ranger. Enter the Justifier, a master tactician whose military instincts, fighting versatility, and steely nerves places him in the first rank of elite warriors. For a determined Justifier no job is too difficult, no enemy too formidable. Their proficiency with weapons gives them an edge in combat, though the smaller time devoted to magical training leaves them slightly lacking in that department. Justifiers must be Lawful Good. Advantages: - 10% to stealth - 1 to hit and 1 to speed factor for every 10 levels of experience Disadvantages: - Does not gain 'Charm Animal' as an innate ability - Spell casting ability limited to: 'Cure Light Wounds' and 'Armour of Faith' once each per day from level 8 'Luck' and 'Remove Fear' once each per day from level 10 'Draw Upon Holy Might' once per day from level 12 Wilderness Runner Requires Core Components This component installs the Wilderness Runner ranger kit. WILDERNESS RUNNER: There are rangers, and then there are rangers. Elves are uniquely connected with the rhythms of the forests, some more deeply than others. Only those who have chosen to become rangers may elect to become more fully part of the forest, casting aside the trappings of even elven society to serve the needs of the wood. They are called wilderness runners. Advantages: - 10% resistance to non-magical fire and cold - Can achieve mastery (three points) in long bows and quarterstaffs - May use the 'Enhanced Charm Animal' ability once a day per two levels (starting at 1st level). This unique ability replaces 'Charm Animal', lasting twice as long and affecting all animals in the vicinity - Can set snares (starts at 20% and improves by 5% per level) Disadvantages: – Race restricted to elf. - May not wear any armor greater that studded leather - Can only become proficient (one point) in flails, morningstars and warhammers - Maximum Charisma is 2 points lower than a standard member of the race NPC Changes Add Battleguard of Tempus Kit to Branwen Requires Battleguard of Tempus component This component will change Branwen from a trueclass cleric to a Battleguard of Tempus. Branwen is a joinable NPC in Baldur's Gate Tutu and is available in the Baldur's Gate II tutorial. This component will kit both, but the changes will only show up in your game if you have not met Branwen yet. Change Jaheira to Neutral Good Requires Druid Remix A player request, this component brings Jaheira's alignment to neutral good to better reflect her actions and attitude ingame. The changes will only show up in your game if you have not met Jaheira yet. Add Nightcloak of Shar Kit to Viconia Requires Nightcloak of Shar component This component will change Viconia from a trueclass cleric to a Nightcloak of Shar. This component will affect Viconia in either the Baldur's Gate or Baldur's Gate II part of the game, but only if you have not met Viconia yet. Sphere System Once the backbone of The Divine Remix, the divine sphere system is now entirely optional. Like arcane magic and its school system, divine magic can be broken into spheres such as animal, necromancy, protection, etc. The spells available to a divine caster are limited to spheres related to their deity's portfolio. There are three levels of sphere access: Major - character can cast all spells in this sphere (including quest level spells) Minor - character can cast spells up to and including level three in this sphere None - character can not cast spells in this sphere The different spell selections available to a character can vary, sometimes significantly, between classes and even within kits of a class. The spells available to the character reflect their beliefs, and as such, one spellbook for all no longer makes sense. Sphere restrictions are now included in kit and class descriptions. Under the implementation of spheres, spells that had previously been druid-only are now accessible to some specialty priests and in some cases (Dolorous Decay) available to trueclass clerics as well. If a spell belongs to multiple spheres, access to any of the spell's spheres will grant a character access to the spell. Access to all spheres is not required. Alignment now also plays a larger role in spell selection as the selection of spells considered 'good' and 'evil' has been expanded. If the sphere system is installed, spell selection for all divine casters will be reduced to some degree. To compensate, unkitted clerics will receive an additional spell casting for spell levels 4-7 beyond what a kitted cleric receives while kitted clerics will receive one innate at spell levels 4-7. Kitted clerics will also receive a spiritual weapon appropriate to their faith. Similarly, some clerics also receive some non-cleric high level abilities to compensate for the reduced selection, and some kits have their own, unique HLA. The updated cleric kit list, with sphere installed, is available in the sphere supplement. Clerics have major access to the spheres of all, charm, combat, creation, divination, guardian, healing, necromantic, protection, and summoning and minor access to the spheres of elemental (earth) and elemental (water). Druids have major access to all, animal, elemental (all), healing, plant, sun and weather. Paladins have major access to the spheres of combat, divination, healing and protection. Rangers have major access to all, animal, healing, plant, and weather. Individual kits may vary from the base classes. The sphere system was also overhauled to interact better with other mods. Alternate divine spell tables are automatically detected and used, spellbooks for individual clerics are adjusted on the fly via detection, and text paching is used wherever possible to avoid conflict--e.g. updated/missing sphere descriptions are now simply changed in spell descriptions instead of overwriting the entire description. One-stop macros are also available for modders to bring their spells or kits into the sphere system as well.
  21. The idea for the mod came about during my latest Icewind Dale game. Reading through the item descriptions, the developers really took a lot of time to give many items an elaborate backstory. In many cases, I felt that an upgrade was a chance to tell a bit more of the story. There were two main drawbacks to an Item Upgrade mod for Icewind Dale--first, you can not rely on some items being in the game, as many are part of random treasure lists. At least two items available for upgrades may not appear in any given game. The other issue is that, unlike Cromwell in Baldur's Gate II, there's no 'magic dwarf' available early to facilitate upgrades. This means that the upgrades are accomplished through a variety of means, which was good in the long run as it provides more of a role-playing flavor to the mod. Six items were also added from Baldur's Gate II, as they seemed appropriate for where they were placed in the game. Vexed Armor can be made safe if the party learns the true name of the demon after acquiring the armor. I'd like to think the upgrades are straightforward enough that players can discover them with a little thought, so further details are available in the form of spoilers: Item List - a simple list of items that can be upgraded List and Hints - a simple list of items that can be upgraded and hints as to how they can be upgraded Full Spoilers - full item list, how to upgrade, and item descriptions
  22. Item Revisions aims to fix/tweak/enhance all items in Baldur's Gate II. Weaker items have been improved, overpowered ones have been (or will be) nerfed, many descriptions have been extended or replaced with more appropriate ones, and so on. In addition, there are a number of rule changes available that can be chosen individually as the user wishes. Full documentation can be found in the readme.
  23. Overview Item Randomiser is a large-scale random treasure mod for Baldur's Gate and Baldur's Gate II. It is available for EasyTutu, Baldur's Gate Trilogy, Baldur's Gate II and is partially available for Baldur's Gate. Item randomiser features two modes of randomisation: Mode 1 randomises the items at the start of a new game. The items are re-randomised every time a new game is started. Mode 2 randomises the items when the mod is installed. The items are re-randomised every time the mod is reinstalled. In terms of installation order, Item Randomiser should generally be installed late, or even last, in the order. Specifically, it should be installed after any mods which move or remove items. Full documentation can be found in the readme. Spoilers regarding randomised items and where you can find them can be found here. Compatibility Item Randomiser is available for EasyTutu, Baldur's Gate Trilogy and Baldur's Gate II with or without TotSC or ToB. However, the mod has not yet actually been tested without TotSC or ToB. It is unfortunately not available for regular Baldur's Gate at the present time. Item Randomiser should generally be compatible with other mods. Unless otherwise noted, Item Randomiser is not compatible with conversion mods. Item Randomiser can be installed together with such mods, but it will only affect the original content. New items or areas added by the conversion mod will not be affected. In terms of installation order, Item Randomiser should be installed last or close to last. Specifically, it should be installed after any mods which move or remove items. Doing otherwise can potentially result in two or more copies of the same item being found in the game world. At the present, there are two known potential clashes between Mode 1 of Item Randomiser and other mods or mod components. These are Dungeon-Be-Gone and the Sword Coast Stratagems component 'Skip Candlekeep'. Dungeon-Be-Gone and 'Skip Candlekeep' can be used together with Item Randomiser, but caution is advised. Mode 2 of Item Randomiser is not affected by either of these potential clashes. Dungeon-Be-Gone Dungeon-Be-Gone allows the player to skip the initial dungeon in Baldur's Gate II. It is in this dungeon that Mode 1 of Item Randomiser carries out the randomisation process. Leaving the first area before the randomisation is completed will abort the randomisation process and prevent items from appearing in the game world. This problem can be avoided entirely by waiting until the randomisation process is completed before speaking to Jasper. 'Skip Candlekeep' The Sword Coast Stratagems component 'Skip Candlekeep' potentially allows the player to leave Candlekeep earlier than what would otherwise be possible. Leaving Candlekeep before the randomisation process is completed will result in the randomisation process being aborted. Any problems along these lines can be avoided by waiting until the randomisation process is completed before talking to Gorion and choosing to leave Candlekeep. Please note that the game tends to be paused while you are in dialogue and any time spent as such will not count towards the time needed for the randomisation to be completed. Full documentation can be found in the readme. Spoilers regarding items randomised can be found here.
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