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[MOD] The Workshop Kitpack (v5.9) - Soulsborne-inspired kit and item pack

Dan_PDan_P Member Posts: 131
edited October 28 in General Modding
The Workshop Kitpack

GitHub: https://github.com/D2-mods/The-Workshop-Kitpack
Download: https://github.com/D2-mods/The-Workshop-Kitpack/releases
Languages: English, French (JohnBob)


This is a kitpack I've been working on for a while. It currently has 17 kits + 11 multiclass variants. Also adds 30+ items, including 6 Hunter Badges, 12 Caryll Runes, and 17 other misc items. Heavily inspired by FromSoft's Soulsborne games and probably other sources. Compatible with BG:EE, BG2:EE, IWD:EE, and EET.

NOTE: The abilities tables for these kits are made at install time. Every kit clones the table of the base class (if it exists). This means that any class revisions installed before this mod will be included with these kits.

Last update post
Sphere lists for Deities of Faerun, Faiths and Powers, and Talents of Faerun mods.

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Mod contents:

Warrior kits:
  • Beast Hunter (fighter)
  • Warhound (fighter)
  • Grave Warden (ranger)
  • Moonlight Knight (ranger)
  • Confessor (paladin)
  • Temple Knight (paladin)

Non-warrior kits:
  • War Magician (mage)
  • Starjammer (sorcerer)
  • Blood Minister (cleric)
  • Crow Hunter (thief)
  • Powder Keg (bard)

v3.0 kits:
  • Drifter (ranger)
  • Medic (monk)
  • Noble Scion (paladin)

v4.0 kits:
  • Full Metal Jaguar (fighter)
  • Nurse (thief)
  • Spell Fencer (fighter/mage)

Multiclass variants:
  • Beast Hunter (FM, FMC, FC)
  • Warhound FM
  • Moonlight Knight CR
  • Crow Hunter (FT, FMT, MT)
  • Full Metal Jaguar (FM, FT)
  • Nurse MT

Misc stuff:
  • 6 Hunter Badges - can be crafted (see below), can also be purchased
  • 8 new spells    - learned by the Starjammer kit
  • 12 Caryll Runes  - items with party-wide effects
  • 17 other items   - all general use items, no weapons or armor



Components:
  1. The Workshop Kitpack
    • Option 1: Base kits + multiclass variants
    • Option 2: Base kits only
    • Option 3: Misc items only (no kits or Hunter Badges)
  2. Misc item pack

Extra patching:
  • Component for subtledoctor's 5e casting mod (this component can be installed before or after 5e casting)
  • Update description for Medic Arts (use if Poison Weapon or Lay On Hands were revised after this mod was installed)

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Additional info:
  • If Option 1/2 is installed, then "Misc items" will be the next (separate) component.
  • If Option 3 is installed, it will skip the rest of the components.
  • Hunter Badges are installed together with the Beast Hunter kit.
  • Medic Arts update: skipped on initial mod install, can be re-run at any time (does not uninstall other mods).

Config:
  • config.ini: Set a kit to = 0 to prevent install
  • "Base kits only" will skip all multiclass variants, regardless of config settings.
  • There are several other options. These need to be set before the mod is installed.

The rest of this post will be kit descriptions and some compatibility stuff.
More info on items/spells/other details in the next post.



Warrior kits:
Beast Hunter (Fighter)

BEAST HUNTER: Wherever there are beasts, there are hunters. Hunters may be protectors or mercenaries, or simply have an addiction for blood and slaughter. This class is particularly adept at combating several powerful types of monsters, including demons and werewolves.

Advantages:
– +3 bonus to attack and damage rolls vs. lycanthropes and fiendish creatures.
– 2nd level: May use the Hunter Tools ability once per day. Gains additional uses every 4 levels thereafter.

HUNTER TOOLS: For 12 rounds, the character gains a +1 bonus to luck rolls and Saving Throws, and melee attacks deal an extra 1d3 acid damage. This ability can be enhanced by equipping special Hunter Badges.

– 5th level: May use the Quicksilver ability once per day. Gains additional uses at levels 9 and 13.

QUICKSILVER: Enhances ranged attacks for 6 rounds, adding 2 points of piercing damage and a +5% chance to score a critical hit. All ammo types (arrows, bolts, and bullets) are also enchanted and become able to hit enemies that normally require magical or silver weapons to hit.

Disadvantages:
– May not wear armor heavier than studded leather.



Warhound (Fighter)

WARHOUND: Warhounds are armored soldiers specializing in long-range warfare. They are often members of elite squadrons, overwhelming enemy armies with a barrage of missiles.

Advantages:
– +1 bonus to Armor Class vs. missile, plus an additional +1 bonus every 5 levels.
– +1 to ranged attack and damage rolls at 3rd level and an additional +1 bonus every 5 levels thereafter.
– May achieve Grand Mastery (5 slots) in longbows, shortbows, crossbows, slings, and darts.
– May use the Shockwave and Incinerate abilities. Gains one use each at level 4, plus an additional use each every 4 levels, up to a maximum of 5 uses each at level 20.

SHOCKWAVE: The next successful ranged attack explodes in a 15-ft. radius, inflicting 2d4 crushing damage for every 4 levels of the character, up to a maximum of 10d4 at level 20. Any enemies in the blast are also propelled back a considerable distance (no save).

INCINERATE: The next successful ranged attack creates a fiery cloud, which covers a 15-ft. radius and lasts for 4 rounds. Once each round, creatures in the cloud suffer 1d6 fire damage per 4 levels of the character, up to a maximum of 5d6 at level 20 (Save vs. Breath for half).

Disadvantages:
– May not Specialize in melee weapons.
– May not Specialize in any fighting style.



Grave Warden (Ranger)

GRAVE WARDEN: Far to the east, the Grave Wardens tend to the tombs of the slumbering dead, ensuring they remain undisturbed. They are guardians, guides, deterrents, and storytellers, and possess a unique ability to deny death.

Advantages:
– +4 bonus to Saving Throws vs. Death.
– +10 bonus to Lore each level.
– May cast three arcane spells as priest spells:
 1st level: Chromatic Orb.
 2nd level: Horror.
 3rd level: Skull Trap.

– 3rd level: Immune to fear and morale failure.
– 5th level: May use the Denial ability once per day. Gains additional uses every 5 levels thereafter.

DENIAL: This spell has two effects. First, the recipient becomes immune to all forms of death magic for 3 turns. Second, if the recipient falls below 50% of maximum Hit Points, the spell activates and restores the character to full health, consuming the spell in the process.

– 8th level: Immune to blindness and gaze attacks.

Disadvantages:
– May not wear armor heavier than chain mail.
– May not use the Charm Animal ability.
– Alignment restricted to non-evil and non-chaotic.



Moonlight Knight (Ranger)

MOONLIGHT KNIGHT: A forlorn warrior, branded by the Moonscar, having dreamed a dream of endless moonlight. Partakes in pilgrimage to moonlit altars, seeking a revelation from things unseen.

Advantages:
– Moonscar: +1 bonus to all Saving Throws. The bonus becomes +2 at level 8 and +3 at level 16.
– 3rd level: Gains the Torrent ability (passive).

TORRENT: On a successful attack (melee or ranged), the character has a 10% chance to be hasted for 10 seconds, gaining an extra attack per round and doubled movement rate. At 8th level, attacks deal an extra 2 points of magic damage. At 16th level, Attacks Per Round is doubled. For the duration, the effects of Moonscar are also reversed.

– 7th level: May use the Moonlight Vortex ability once per day. Gains additional uses every 4 levels thereafter.

MOONLIGHT VORTEX: Unleashes a beam of torrential moonlight, which extends as far as the target point, inflicting 8d6 magic damage to enemies. Undead and outerplanar creatures take double damage from this spell. In addition, residual moonlight, left behind from the casting, grants the character a +20% bonus to Magic Resistance for 4 rounds.

– No alignment restrictions.
– Will not fall due to reputation loss.

Disadvantages:
– Moonscar: -1 penalty to AC vs. slashing, piercing, and missile. The penalty becomes -2 at level 8 and -3 at level 16.
– Only has half the normal skill in Hide In Shadows and Move Silently.



Confessor (Paladin)

CONFESSOR: The Confessor is a paladin who acts on behalf of a patron church, being adept at a variety of duties, including, but not limited to, gathering intel, exposing untruths, and hunting down enemies of the church.

Advantages:
– May cast four arcane spells as priest spells:
 1st level: Blindness.
 2nd level: Blur.
 3rd level: Vampiric Touch.
 4th level: Secret Word.

– 2nd level: May use the Rooting Shot ability once per day. Gains additional uses every 4 levels thereafter.

ROOTING SHOT: The next successful ranged attack entangles the target for 3 rounds, plus an additional 3 rounds on a failed save vs. Spell. An entangled creature can still attack, but suffers a -2 penalty to Armor Class and a 20% chance of spell failure.

– 5th level: May use the Bloodletter ability once per day. Gains additional uses at levels 9 and 13.

BLOODLETTER: For 5 rounds, each successful melee attack restores 1d4+1 Hit Points. As well, the target suffers a bleeding wound, taking 2 points of damage per round for 6 rounds (no save). A target can be wounded once per round and the effects are cumulative.

Disadvantages:
– May not wear armor heavier than studded leather.
– May not use the Lay On Hands ability.



Temple Knight (Paladin)

TEMPLE KNIGHT: These heavily-clad knights can be found guarding the sanctity of temples and churches throughout Toril. They are righteous soldiers, who stand unwavering against any adversary.

Advantages:
– May achieve High Mastery (four slots) in polearms and blunt weapons.
– May use the Lay On Hands ability three times per day.
– 2nd level: May use the Force ability once per day. Gains additional uses every 4 levels thereafter.

FORCE: Creates a shockwave. Inflicts no damage, but staggers nearby foes. All enemies within 15 feet are propelled back and stunned for 4 seconds (no save). Huge creatures are stunned only momentarily and will not be knocked back.

– 9th level: May cast Bolt of Glory as a special ability once per day. Gains additional uses at levels 13 and 17.

Disadvantages:
– May not Specialize in ranged weapons.
– Turns undead at 2 levels lower than other paladins (starting at 5th level).


Non-warrior kits:
War Magician (Mage)

WAR MAGICIAN: The War Magician learns to draw out and amplify innate magical energies, gaining abilities beyond that of a normal wizard, though the process is very physically draining.

Advantages:
– +10% bonus to fire, cold, electricity, acid, and magic damage resistances. Gains an additional +5% bonus every 5 levels, up to a maximum of 30% at level 20.
– May use the Unleash Magic and Twisted Barricade abilities. Gains one use each at level 2 and an additional use each every 4 levels thereafter.

UNLEASH MAGIC: The caster reverses elemental energies. For 4 rounds, each resistance bonus becomes a -10% penalty and the character gains a +10% bonus to all elemental and magic damage dealt, as well as a +2 bonus to caster level. The bonuses and penalties increase as the caster's innate resistance bonuses increase.

TWISTED BARRICADE: For 4 rounds, each resistance bonus is tripled and all normal missiles are deflected away harmlessly. While in effect, the character's movement is slowed by half. Starting at 10th level, any spells cast against the character will also be deflected, excluding area attacks.

Disadvantages:
– Incurs a -2 penalty to Strength and Constitution.



Starjammer (Sorcerer)

STARJAMMER: Starjammers are drifters from beyond the stars who escaped a great Evil on their home planet, with several finding their way to Toril. As outsiders, they resemble powerful sorcerers, though the destruction of their home, and the subsequent flight, has taken a toll mentally and physically.

Advantages:
– Unaffected by magical spell failure, deafness, or silence.
– Gains immediate access to a number of kit-specific spells, up to 8th level: Riftstep, Steady Current, Gemini Swap, Pacifying Field, Jolt, Electrocannon, Revitalizer, and Riftgate.
– 5th level: May use the Interference ability once per day. Gains additional uses every 5 levels thereafter.

INTERFERENCE: Disrupts missile and spell attacks in the area of effect. All enemies in a 30-ft. radius suffer a -3 penalty to ranged attack rolls and a 25% chance of spell failure for 1 turn (no save). The penalties increase by -1 to attack rolls and +5% spell failure every 5 levels thereafter.

Disadvantages:
– Incurs a -2 penalty to Dexterity and Wisdom.



Blood Minister (Cleric)

BLOOD MINISTER: The heretical Healing Church was once the home of blood ministration, a medical remedy said to have the ability to cure any disease, whether natural or god-stricken. More recently, priests of the Healing Church have begun appearing again along the Sword Coast.

Advantages:
– Immune to level drain, poisons, and diseases.
– May use the Blood Transfusion ability. Gains one use at level 2 and an additional use every 2 levels, up to a maximum of 10 uses at level 20. When this ability is used, it opens a submenu with a list of transfusions. New transfusions become available at higher levels:
 2nd level: Healing Blood.
 6th level: Beast Blood.
 10th level: Madman's Blood.
 14th level: Lead Elixir.

HEALING BLOOD: Blood drawn from a nun of the Healing Church. Restores 15% of maximum Hit Points and grants the miracle of regeneration, healing an additional 2 Hit Points per round for 3 turns. While in effect, the recipient incurs a -1 penalty to attack rolls. This blood will also cure any poisons or diseases.

BEAST BLOOD: Administer medicinal blood that grants temporary Beasthood for 3 turns. The recipient gains a +1 bonus to damage, and each successful melee attack gives an additional +1 bonus to damage for 2 rounds. While in effect, the recipient incurs a -3 penalty to Armor Class. This blood will also prevent any poisons or diseases.

MADMAN'S BLOOD: Administer medicinal blood that grants insight into the Cosmos. The recipient gains +4 to all mental Attributes, +5% Magic Resistance, and a +1 bonus to casting speed, but incurs a -1 penalty to all Saving Throws. The effects last for 3 turns. This blood will also cure level drain.

LEAD ELIXIR: A mysterious concoction that shifts weight to boost defense and resilience. The recipient gains a +4 bonus to Armor Class and Saving Throws, and 20% resistance to all damage types, but incurs a -1 penalty to luck rolls. The effects last for 3 turns. This blood will also prevent level drain.

Disadvantages:
– May not wear gauntlets or bracers.



Crow Hunter (Thief)

CROW HUNTER: A Crow Hunter acts swiftly and mercilessly against the chosen mark. This is a Hunter of Hunters, an experienced killer, and feared, though not necessarily cruel or evil, despite the unsavoriness of the work.

Advantages:
– +1 bonus to attack and damage rolls vs. humans, demihumans, and smaller humanoid races. The bonus increases to +2 at level 5 and +3 at level 10.
– 4th level: May use the Splintering Shot ability once per day. Gains additional uses every 4 levels thereafter.

SPLINTERING SHOT: For 3 rounds, each successful ranged attack bursts into multiple sharp splinters. All enemies in a 15-ft. radius take 2 points of piercing damage and suffer a bleeding wound, which inflicts 1 point of damage per round for 1 turn (no save). A target can be wounded once per round and the effects are cumulative.

– 9th level: May use the Visceral Attack ability once per day. Gains additional uses at levels 13 and 17.

VISCERAL ATTACK: The next melee attack within one round has a 100% chance to score a critical hit. This attack will also restore 12 Hit Points and haste the character for 10 seconds.

Disadvantages:
– Only gains 20 thieving skill points per level.
– May not use the Set Snare ability.



Powder Keg (Bard)

POWDER KEG: The Powder Kegs are a faction of bards, known for their love of intricate mechanical weapons and big booms. Their instruments double as incendiary devices and may cause a variety of other explosive effects.

Advantages:
– 10% resistance to fire, and increases by +10% every 5 levels, up to a maximum of 50% at level 20.
– Gains Bard Songs unique to the Powder Kegs. Songs can be switched between from the special abilities menu. New songs become available at higher levels:
 1st level: Blasting Song.
 5th level: Booming Song.
 10th level: Dust Explosion.
 15th level: Frenzying Flame.

BLASTING SONG: A ring of flame bursts outwards in a 15-ft. radius, dealing 1d4 fire damage per level to all except the bard, up to a maximum of 20d4 at level 20 (Save vs. Breath for half). Initial pyrotechnics inflict an extra 2 points of fire damage to enemies in a 12-ft. radius.

BOOMING SONG: A crushing wave expands outwards in a 15-ft. radius, dealing 3d8 crushing damage to enemies and causing deafness for 2 rounds, plus an additional 2 rounds on a failed save vs. Spell. Deafness causes a 50% chance to miscast spells.

DUST EXPLOSION: The initial blast inflicts 8d6 fire damage to enemies in a 15-ft. radius (Save vs. Breath for half). In addition, a cloud of dust and smog lingers for 3 rounds and shrouds a 20-ft. radius. All creatures in the cloud are blinded and become invisible, and enemies also have movement slowed by half.

FRENZYING FLAME: Spreads a frenzy-inducing flame that envelopes a 20-ft. radius and lingers for 2 rounds. Any enemy entering the flames immediately suffers the effects of sleep, confusion, fear, or berserk for 5 rounds (25% chance of each). Enemies also take 2d12 magic damage per round while in the area. There is no Saving Throw, though Magic Resistance can prevent the status effects.

– If the "Enhanced Bard Song" HLA is learned, the character will gain an ability to switch to this song.

Disadvantages:
– Bard Song is disabled for 8 rounds after each use.
– Only has one quarter the normal Pick Pockets score.


v3.0 kits:
Drifter (Ranger)

DRIFTER: An aimless wanderer, at home in adverse terrain. Countless battles have honed the abilities of these finely skilled warriors.

Advantages:
– +4 bonus to Saving Throws vs. Breath.
– +1 bonus to Armor Class, plus an additional +1 bonus every 5 levels.
– +1 to attack and damage rolls at 3rd level and an additional +1 bonus every 5 levels thereafter.
– Will not fall due to reputation loss.
– Moves 2 points faster than other characters.
– 6th level: Immune to Grease, Web, Entangle, Spike Growth, and Spike Stones.
– 7th level: Gains the Evasion ability (passive).**
– 12th level: Immune to Cloudkill, Death Fog, Stinking Cloud, Writhing Fog, and Cloud of Pestilence.

Disadvantages:
– May not cast priest spells.
– May only wear leather or hide armor.
– Alignment restricted to any non-lawful.

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**Supported Evasion versions:
 Icewind Dale: Enhanced Edition
 IWDification
 Talents of Faerûn



Medic (Monk)

MEDIC: This Monk is a skilled medical practitioner, as well as warrior, and has undergone special training, applying powerful herbal remedies to aid in combat.

Advantages:
– Gains Ki Energy, which is used to activate kit abilities. Gains +1 to maximum Ki Energy every 2 levels (starting at 1st level).
– Ki Regen: The character passively regains +1 Ki Energy every 5 rounds.
– May use the Black Remedy ability. Requires 1 Ki Energy.

BLACK REMEDY: All attacks in the next 10 seconds spread a healing remedy. Restores 2d6 Hit Points to allies in a 7-ft. radius.

– 5th level: May use the White Remedy ability. Requires 2 Ki Energy.

WHITE REMEDY: All attacks in the next 10 seconds spread a soothing remedy. All enemies in a 7-ft. radius are slowed for 1 round, and must make a save vs. Death or fall asleep for 5 rounds or until attacked.

– 7th level: May use the Medic Arts ability. Requires 3 Ki Energy.

MEDIC ARTS: Use this ability to select from a list of Medic Arts. The list of abilities includes Lay On Hands, Cure Afflictions, Recall Spirit, Spiritual Clarity, and Poison Weapon. Curative spells are applied instantly to the touched creature.

– 9th level: May use the Healing Rain ability. Requires 4 Ki Energy.

HEALING RAIN: Crystal healing shards rain down in a 12-ft. radius for 2 rounds, washing away fatigue and healing all allied and neutral creatures in the area 10 + 15% of maximum Hit Points each round.

– 13th level: May use the Dragonrot ability. Requires 5 Ki Energy.

DRAGONROT: An illusory dragon spews forth decaying breath. All enemies in a 15-ft. radius are afflicted with Dragonrot, which deals 8 + 5% of max HP damage per round for 5 rounds (no save). Victims also suffer a -4 penalty to Saving Throws for the duration. The effects are not cumulative.

Disadvantages:
– Only gains 8 thieving skill points per level.
– May not use the Stunning Blow ability.
– May not use the Quivering Palm ability.



Noble Scion (Paladin)

NOBLE SCION: Scion to a respectable line with faith in your pedigree. This holy avenger excels at ranged combat and imbues ammo with blood to fire devastating shots.

Advantages:
– +1 bonus to ranged attack rolls at 1st level, plus an additional +1 bonus every 5 levels.
– May achieve Grand Mastery (5 slots) in longbows, shortbows, crossbows, slings, and darts.
– 3rd level: May use the Blood Bullet ability once per day. Gains additional uses every 3 levels thereafter.

BLOOD BULLET: The character sacrifices 5 Hit Points. For the next 2 rounds, the bonus to ranged THAC0 is doubled, and all ranged attacks deal an extra 1d3 piercing damage for every 3 levels of the character.

– 8th level: +5% chance to score a critical hit with ranged attacks.
– 16th level: +5% chance to score a critical hit with ranged attacks.

Disadvantages:
– May not wear armor heavier than splint mail.
– May not Specialize in melee weapons.
– May not Specialize in any fighting style.


v4.0 kits:
Full Metal Jaguar (fighter)

FULL METAL JAGUAR: A highly capable and versatile warrior, the Full Metal Jaguar leads with a burst of projectiles before leaping in to strike down foes.

Advantages:
– +1 bonus to attack and damage rolls.
– 3rd level: Immune to backstab.
– 5th level: May use the Ghostwalker ability once per day. Gains additional uses every 5 levels thereafter.

GHOSTWALKER: This ability lasts 5 rounds. Once each round, 1 mirror image is created on the character, which can absorb one attack during that round. The number of images created increases to 2 per round at level 10, 3 per round at level 15, and 4 per round at level 20.

– 7th level: Gains the Critical Boost ability (passive).

CRITICAL BOOST: Ranged attacks boost melee critical chance. Each hit with a ranged weapon gives a cumulative +5% bonus for 3 rounds. A critical miss resets the bonus.

Disadvantages:
– May not wear armor heavier than splint mail.



Nurse (thief)

NURSE: A born specialist, the Nurse is an adept alchemist, as well as marksman, fit for sleuthing or academia.

Advantages:
– +1 bonus to ranged attack rolls every 3 levels.
– May Specialize (two slots) in shortbows, crossbows, slings, and darts.
– May use the N-Alchemy ability. Gains one use at level 1, one use at level 6, and an additional use every 6 levels thereafter.

N-ALCHEMY: Adds a set of medical tools as special abilities for up to 1 hour. Each requires 1 Alchemy Point, and the character is given 3 points to use. New abilities become available at higher levels:
 1st level: Medical Darts
 5th level: First Aid
 9th level: Overdose
 13th level: Injection Shot
 17th level: Autoimmune

MEDICAL DARTS: Equips the character with 5 medical darts, which expire after 5 rounds. These darts will heal allies or deal poison damage to enemies. The amount of healing or damage is equal to 1d4+3, with an extra +1 every 5 levels. Medical Darts strike as +2 weapons with a +5 bonus to THAC0. Proficiency with darts does not affect attack rolls.

FIRST AID: Provide immediate medical care to any living creature. Restores 2 Hit Points per level, up to a maximum of 40 Hit Points.

OVERDOSE: For 5 rounds, the character gains an extra attack per round, +3 per level to all thieving skills, +10% critical hit chance with ranged attacks, and immunity to slow, maze, sleep, stun, and level drain. Overdose may not be used in conjunction with the Haste or Improved Haste spells.

INJECTION SHOT: The next successful ranged attack forces the target to make a save vs. Death at -2 or become feebleminded for 7 rounds. If the Saving Throw is made, the target is confused and slowed for 2 rounds.

AUTOIMMUNE: The recipient is automatically cured of the next instance of poison, disease, hold, paralysis, stun, sleep, blindness, deafness, charm, berserk, fear, confusion, or feeblemind. This ability lasts up to 3 turns.

Disadvantages:
– Only gains 15 thieving skill points per level.
– May not wear armor heavier than leather.



Spell Fencer (fighter/mage)

SPELL FENCER: This class is an expert duelist, and a natural talent of both weapons and arcane magic.

Advantages:
– May cast one additional spell per level.
– +1 bonus to Armor Class, plus an additional +1 bonus every 5 Fighter levels.
– +1 bonus to Saving Throws vs. Spell every 4 Mage levels, up to a maximum of +5 at level 20.
– Gains the Flash Cast ability (passive). This ability requires 5 levels in Fighter and 5 levels in Mage.

FLASH CAST: With each successful melee attack, the character gains a cumulative +2 bonus to casting speed for 10 seconds. A critical miss resets the bonus.

Disadvantages:
– May not Specialize in ranged weapons.
– May not wear armor heavier than chain mail.



Compatibility:

IMPORTANT: If you are running into an issue with the arcane kits (i.e. Starjammer) where they don't have the full selection of spells when leveling up or at character creation, a current workaround is to install subtledoctor's "No Opposition Schools" tweak. You can get it from the Subtled Spell Tweaks mod. This tweak is safe to install at end of order.

More info: Due to how the game detects mage specialists, once you get a high enough number of kits, any arcane kits added afterwards will share restricted schools with 1-2 specialists. This only affects the spell selection screen. Mages and bards can still memorize scrolls. This is a problem for Sorcerer kits, however. For now, best thing to do if the issue comes up is to install the tweak mentioned above.

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General guidelines:
  • Install after Rogue Rebalancing. Several RR files need to be patched for full compatibility.
  • Install after class revision mods, unless they specifically say to install after any kits.
  • Install after mods that revise or overwrite spells.
  • Install after mods that add new weapons or armor.
  • Install before mods that overhaul the weapon proficiency system.

NOTE: I'd recommend to install this mod generally together with other kits, but as the last kit mod, with the possible exceptions of Talents of Faerun and multiclass-focused mods. Technically, this mod is safe to install even after most tweak mods, but it's still a good idea to follow the normal install guidelines, which has kits going before tweaks.

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Spellcasting systems:
  • Compatible with Faiths & Powers spheres system.
    • Can install before or after FnP (but I'd recommend after).
    • See below for additional info.
  • Compatible with Deities of Faerun spheres system.
    • Install this mod after DoF.
  • Compatible with subtledoctor's 5e casting mod.
    • Install this mod before 5e casting.
    • You should also install the extra component related to 5e casting.

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Talents of Faerun notes: (tl;dr install spells before and other stuff after)
  • Spell components can be installed before or after this mod. I'd recommend to install them before (especially IWD spells).
  • Race component can be installed before or after this mod.
  • Kit/Tweak components should be installed after this mod. Some are fine installed before, but they are all mixed together, and some need to be installed after, so easier to just install everything after.
  • The divine casting kits have full support for custom spheres. Must be installed before the cleric revisions.
  • All kits need to be before anything that touches the proficiency or HLA screens (or buttons might not work).

NOTE: This was asked about, so I'll mention that ToF Evasion can be installed before or after this mod. Kits that gain Evasion will gain it whether installed before or after. Spells/abilities that allow an Evasion check will only do so if Evasion is already in the game. If you want to install Evasion before this mod, consider using the IWDification version instead.

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OlvynSpells notes:
  • Spell tweaks can be installed before or after this mod. I'd recommend to install them before.
  • Paladin/Ranger components can be installed before or after. Note that these need to be installed after most other kit mods.
  • New spells can be installed before or after. Note that these need to be installed after most other kit mods (OlvynSpells adds spells directly to the kit tables for some classes).
  • Untested with 3e metamagic component. Install it after this mod (it adds an EEex effect to each spell).

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Feats/abilities mods:
  • Crow Hunter can use HLA traps, including mod-added ones (install order doesn't matter). Must be Thief level 14 or higher.
  • Kits that have a disadvantage of not gaining a class ability should generally not take those abilities as feats.

Bard revisions notes:
  • Rogue Rebalancing: Install after all components of RR (patches a couples files).
  • Shohy's bard song mod: Install after Shohy's mod (patches 1 file).
  • Bardic Wonders: Install after tweak components of Bardic Wonders.
  • Talents of Faerun: With the HLA component, Powder Keg can take Enhanced Song but the song switching ability will change to the vanilla HLA song. This mod needs to be installed before the HLA component.
  • Untested with other bard revisions.



FnP additional info:
  • The multiclass kits do not require the FnP multiclass mod for compatibility with FnP.
  • For best compatibility, install this mod AFTER applying the sphere system.
  • It will still work if installed before FnP, but some spheres may be incorrect (will update if it gets fixed).

FnP multiclass:
  • Current versions of FnP multiclass hide the F/M/C class from the selection screen.
  • It may possibly be updated to not disable F/M/C, but for now, there are a few ways around this:
  1. Install this mod after FnP multiclass. It will automatically re-enable the class.
  2. Use cdtweaks/Tweaks Anthology. It has components that make all classes (including FMC) available to all races.
  3. Edit clsrcreq.2DA. Just find FIGHTER_MAGE_CLERIC, and set whichever races you want to 1.

This is how I'd do the install:
  1. FnP spheres, kits, usability
  2. The Workshop Kitpack
  3. FnP multiclass kits (if using)
  4. cdtweaks - enable all classes/multiclasses for all races



Credits:

Custom functions (not including my own):

Tools/Resources used to make this mod:

Original game resources included with this mod belong to the rights holders.
These files are packaged with the mod to account for possible missing files.
Post edited by Dan_P on

Comments

  • Dan_PDan_P Member Posts: 131
    edited August 28
    This post will be used for additional info on items, spells, abilities, etc.


    Additional Info (Kit Abilities):

    Affected by Wild/Dead Magic zones:
    • Denial (Grave Warden)
    • Dragonrot (Medic)
    • Moonlight Vortex (Moonlight Knight)
    • Force (Temple Knight)
    • Bolt of Glory (Temple Knight)
    • Unleash Magic (War Magican)
    • Twisted Barricade (War Magican)

    Can be removed by Zone of Sweet Air
    • Incinerate (Warhound)
    • Dust Explosion (Powder Keg)

    Cures elemental DoT damage (ex. Melf Arrows):
    • Healing Blood (Blood Minister)
    • Healing Rain (Medic)
    • Cure Afflictions (Medic)
    • Autoimmune (Nurse)

    --

    Other info:
    • Blood Minister's Blood transfusions will be removed by a Restoration or Greater Restoration (any spell with restoration opcode). This is done for lore reasons. (Madman's Blood will obviously not remove itself)
    • Bleeding effects don't wake sleeping creatures. These effects can be cured by Heal, Regeneration, Lay On Hands, and similar spells, as well as most healing spells/abilities from this mod. Also, Stoneskins and Shield of Lathander (or similar mod spells) will protect from bleeding.
    • Drifter and Grave Warden can see clearly while inside a Powder Keg's Dust Explosion once they gain the requisite effects (cloud immunities and blindness immunity).
    • Nurse's Medical Darts deal double healing or poison damage on a critical hit (target must be vulnerable to crits).
    • Shaman Bone Blade's Charm effect lasts only a few rounds, but it can't be broken, except by a Spiritual Clarity (i.e. if you hit it with an AoE spell, it remains charmed).
    • Medic's Dragonrot is affected by wild/dead magic, but otherwise is treated as a natural effect. It will bypass most spell defenses, and can affect any creature type. It is treated as a status effect, so effects cannot be stacked. It can be cured by Heal, Greater Restoration, and abilities from this mod that cure elemental DoT spells.
    • This mod accounts for EE Fixpack changes to status immunity/curing. For causing statuses, currently only one thing has longer duration effects that need removing separately (Shaman Bone Blade). A subspell for that is added to the relevant EEFP file, if detected.
    • The multiclass Cleric kits will gain Holy Symbols at the next Cleric level after 4 million total XP (BG2/EET).

    --

    Gain bonus effects from these Beamdog items:
    • Archer's Eyes: Warhound, Noble Scion, Nurse
    • Belt of the Skillful Blade: Drifter, Spell Fencer
    • Screaming Bagpipes: Powder Keg
    • Stalker Gauntlets: Crow Hunter



    Crafting a Hunter Badge (amulets):
    • Certain kits will gain an ability to craft a Hunter Badge, once they reach a certain level.
    • These abilities are gained only if a Beast Hunter is also in the party.
    • Hunter Badges are usable by anyone, but Beast Hunters gain additional effects.
    • Badges can only be crafted once each per playthrough.
    NOTE: Beast Hunters don't gain a crafting ability, but they can still purchase these badges.


    Hunter Badges (amulets):
    • Spark Hunter Badge
    • Radiant Sword Badge
    • Cosmic Watcher Badge
    • Powder Keg Badge
    • Saw Hunter Badge
    • Old Hunter Badge
    Spark Hunter Badge

    Hunter badges, of little worth to regular folk, are nonetheless sought after by beast hunters. This badge captures the essence of the darkbeast, whose body is wreathed in destructive energy.

    STATISTICS:

    Equipped abilities:
    – Armor Class: +1
    – Saving Throws: +1
    – Electricity Resistance: +50%

    Special (Beast Hunter):
    – Hunter Tools: Inflicts an extra 1d3 electrical damage

    Weight: 1



    Radiant Sword Badge

    Hunter badges, of little worth to regular folk, are nonetheless sought after by beast hunters. This badge represents the divine holy blade, an old symbol of beast hunting.

    STATISTICS:

    Equipped abilities:
    – Armor Class: +1
    – Saving Throws: +1
    – Protection From Evil

    Special (Beast Hunter):
    – Hunter Tools: +5 magic damage vs. undead

    Weight: 1



    Cosmic Watcher Badge

    Hunter badges, of little worth to regular folk, are nonetheless sought after by beast hunters. This badge depicts an eye wide open, gazing always towards the Cosmos.

    STATISTICS:

    Equipped abilities:
    – Armor Class: +1
    – Saving Throws: +1
    – Magic Resistance: +5%
    – Vocalize

    Special (Beast Hunter):
    – Hunter Tools: Target is drained 1 level on a failed save vs. Spell at -2

    Weight: 1


    Powder Keg Badge

    Hunter badges, of little worth to regular folk, are nonetheless sought after by beast hunters. Fire is feared by beasts, and this badge was crafted by a Powder Keg to aid in the hunt.

    STATISTICS:

    Equipped abilities:
    – Armor Class: +1
    – Saving Throws: +1
    – Fire Resistance: +20%

    Special (Beast Hunter):
    – Hunter Tools: 15% chance of an extra 2d12 fire damage

    Weight: 1



    Saw Hunter Badge

    Hunter badges, of little worth to regular folk, are nonetheless sought after by beast hunters. The saw, with its set of blood-letting teeth, has become a symbol of the hunt.

    STATISTICS:

    Equipped abilities:
    – THAC0: +1
    – Armor Class: +1
    – Saving Throws: +1

    Special (Beast Hunter):
    – Hunter Tools: Target suffers a cumulative -1 penalty to Armor Class for 3 rounds

    Weight: 1



    Old Hunter Badge

    Hunter badges, of little worth to regular folk, are nonetheless sought after by beast hunters. This badge was a special privilege for the hunters of the past, and should not be dishonored.

    STATISTICS:

    Equipped abilities:
    – Armor Class: +1
    – Saving Throws: +1
    – Charisma: +2

    Special (Beast Hunter):
    – Hunter Tools: +5% chance to score a critical hit, and never roll a critical miss (melee only)

    Weight: 1


    Purchasing the badges:
    • BG1/SoD: 3 badge types are obtainable (2 in BG1, all 3 in SoD).
    • BG2: All obtainable in SoA. Can purchase additional badges in ToB.
    • IWDEE/HoW: Spread throughout + Config option for additional badges in HoW.



    Starjammer spells:
    • 1st level: Riftstep
    • 2nd level: Steady Current
    • 3rd level: Gemini Swap
    • 4th level: Pacifying Field
    • 5th level: Jolt
    • 6th level: Electrocannon
    • 7th level: Revitalizer
    • 8th level: Riftgate
    Riftstep
    (Alteration)

    Level: 1
    Range: 0
    Duration: Special
    Casting Time: 1
    Area of Effect: The caster
    Saving Throw: None

    When Riftstep is cast, a portal opens up in front of the caster, who immediately steps through it. The character may move freely within the rift for 7 seconds while others are frozen in time, but cannot attack, cast spells, or use any items or abilities. After 7 seconds, another portal opens up and the caster steps out of the rift.

    A rift should be handled with caution. When this spell is cast, there is a 5% chance to attract the attention of 5 Space Gibberlings, who will savagely attack the caster and <PRO_HISHER> companions.



    Steady Current
    (Evocation)

    Level: 2
    Range: 25 ft.
    Duration: 1 round
    Casting Time: 3
    Area of Effect: 2-ft. by 25-ft. beam
    Saving Throw: None

    The caster shoots a beam of pure energy that extends to a target, effectively linking the two for one round. The target and any creatures in the path of the beam take 3d6 electrical damage. The spell strikes a second time halfway through its duration, inflicting an additional 3d6 electrical damage. If either the target or the caster moves around, the beam will extend or shrink to maintain the link between the two.



    Gemini Swap
    (Alteration)

    Level: 3
    Range: 500 ft.
    Duration: Instant
    Casting Time: 1
    Area of Effect: Special
    Saving Throw: None

    The caster selects a target and opens up two Dimension Doors, linked through the Astral Plane, which immediately transfer both target and caster, switching their positions. This spell can be used on both allies and enemies, and the target does not need to be in visual range. As long as the caster knows the target's position on the map, this spell can be cast on it.



    Pacifying Field
    (Abjuration)

    Level: 4
    Range: 0
    Duration: 1 turn
    Casting Time: 4
    Area of Effect: 20-ft. radius
    Saving Throw: None

    A Pacifying Field covers a 20-ft. radius, centered on the caster. All creatures within the area at the time of casting, whether ally, enemy, or neutral, are enclosed by a protective Sanctuary for one turn. Creatures under a Sanctuary cannot be directly targeted by spells or attacks. There is no Saving Throw and the spell ignores magic resistance.

    A sanctuaried creature can move around or cast non-attack spells without breaking the spell. Any combat actions, for example, casting a Fireball, a True Sight, or a summoning spell, will remove the Sanctuary.



    Jolt
    (Alteration, Evocation)

    Level: 5
    Range: Special
    Duration: Permanent
    Casting Time: 5
    Area of Effect: 1 party member
    Saving Throw: Special

    This spell will restore a fallen creature back to a sliver of health. The target can be of any race and must be a member of the party. To use this spell, cast it on the dead character's portrait.

    When cast on a living creature, the spell will cure any form of hold, paralysis, feeblemind, sleep, stun, and intoxication. Any cursed items or effects are also removed.



    Electrocannon
    (Evocation)

    Level: 6
    Range: Visual range of the caster
    Duration: Instant
    Casting Time: 6
    Area of Effect: 5-ft. radius
    Saving Throw: 1/2

    This spell fires an orb of pure energy at a creature, inflicting 1d4+2 points of electrical damage per level of the caster to the target and any within 5 feet. A 15th level caster, for example, would inflict 15d4+30 damage. Creatures may attempt a save vs. Spell for half damage.



    Revitalizer
    (Necromancy, Evocation)

    Level: 7
    Range: Visual range of the caster
    Duration: Permanent
    Casting Time: 1
    Area of Effect: 1 creature
    Saving Throw: None

    The caster shoots a golden, pulsating orb at a creature in visual range, restoring 20 + 1d4 Hit Points per level of the caster. A 15th level caster, for example, would restore 20 + 15d4 Hit Points.

    IWD: The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living.



    Riftgate
    (Conjuration/Summoning)

    Level: 8
    Range: 30 ft.
    Duration: 1 turn
    Casting Time: 9
    Area of Effect: Special
    Saving Throw: None

    By means of this spell, the caster opens a rift in spacetime to a place far beyond the stars. After a moment, a Juggernaut Golem emerges from the rift. The golem stays for 1 turn and will obey the caster as long as it remains summoned. Due to the energy exerted in the summoning process, the caster must wait 1 turn between each use of this spell.

    A rift should be handled with caution. When this spell is cast, there is a 2% chance to attract the attention of a balor, who will destroy the golem and exit the rift in its place, intent only on tearing the caster and <PRO_HISHER> companions apart piece by piece. A Protection From Evil spell will not make the fiend ignore the party.



    Misc items:
    • Crowfeather Cloak (cloak)
    • Etherbomb Songbook (quick item)
    • Ether Booster (amulet)
    • Prisoner's Chain (ring)
    • Cruciform (amulet)
    • Golem Ring (ring)
    • Calamity Ring (ring)
    • Stone Ring (ring)
    • Flynn's Ring (ring)
    • Ether Limiter (amulet)
    Crowfeather Cloak (cloak)

    An attire worn by veteran Hunters of Hunters, who dressed as crows to suggest sky burial. The first Hunters came from a foreign land, and gave the dead a virtuous funeral ritual, with the hope that the fallen might find rest in the afterlife.

    STATISTICS:

    Equipped abilities:
    – Saving Throws: +1
    – Hide In Shadows: +30%
    – Non-detectable by magical means such as Detect Invisibility and scrying

    Special (Crow Hunter):
    – 5% chance of a Visceral Attack (melee only)

    Weight: 3



    Etherbomb Songbook (quick item)

    A songbook, said to have fallen out of the sky. The runes on the cover indicate cosmic origins, perhaps a gift left behind by a planar traveler.

    STATISTICS:

    Charge abilities:
    – Ether Explosion once per day
     8d8 magic damage in a circle around the user (Save vs. Spell for half)
     Special: If Lore is 80 or higher, the blast damages only enemies
     Area of Effect: 15-ft. radius

    Special (Powder Keg):
    – Bard Song is changed to Ether Explosion when item ability is used

    Weight: 2



    Ether Booster (amulet)

    A strange rock discovered in the remains of a fallen meteorite. Can be worn as an amulet to harness the latent magic-enhancing powers.

    STATISTICS:

    Equipped abilities:
    – All magic and elemental damage inflicted by the wearer is increased by 20%
    – Slows casting speed by 3

    Special (War Magician):
    – Unleash Magic: Casting speed penalty is reversed and becomes a +3 bonus

    Weight: 1



    Prisoner's Chain (ring)

    Portion of a steel chain used to restrain a great hero of old. A prisoner is one who has staked everything on a belief, a proclivity most apparent in the greatest of champions.

    STATISTICS:

    Equipped abilities:
    – THAC0: +1
    – Armor Class: +1
    – Saving Throws: +1
    – Hit Points: +15
    – Damage Resistance: -10% (all damage types)

    Weight: 0



    Cruciform (amulet)

    A gem-encrusted stone shaped in the form of a cross. Rather worn from age. The fading blessing grants the wearer a small amount of regeneration.

    STATISTICS:

    Equipped abilities:
    – Save vs. Death: -2
    – Can memorize two extra 2nd-level priest spells
    – Regenerate 2 Hit Points per round

    Special (Confessor):
    – Bloodletter: Inflicts 3 bleeding wounds at a time

    Weight: 1



    Golem Ring (ring)

    These enchanted rings were crafted en masse by a Halruaan wizard-inventor. In an instant, the wearer harnesses the raw minerals of the earth, seemingly turning flesh into iron.

    STATISTICS:

    Equipped abilities:
    – Armor Class: +3
    – Cannot be hasted or slowed

    Charge abilities:
    – Iron Flesh three times per day
     The user's physical resistances are set to 80% and <PRO_HESHE> cannot be pushed or pulled by any force or spell, including a dragon's wing buffet, but movement rate is halved
     Duration: 4 rounds

    Weight: 0



    Calamity Ring (ring)

    A ring depicting a dragon's eye, the sign of calamity. This ring exists only in the legends, quietly passed down amongst disciples of dragons.

    STATISTICS:

    Equipped abilities:
    – Receive double damage from all attacks

    Weight: 5



    Stone Ring (ring)

    The beloved ring of a forgotten hero. This ring is weighty, and the enchantment carries that weight to the wearer's attacks, strengthening the force of blows.

    STATISTICS:

    Equipped abilities:
    – THAC0: -2

    Combat abilities:
    – Melee: 15% chance to stun the target 4 seconds
    – Ranged: 25% chance to knock back the target

    Weight: 3



    Flynn's Ring (ring)

    Ring of an eulogized thief, who fought with the wind on his side. Flynn was small of stature, but packed a mighty punch. Strength of wind increases the damage of attacks.

    STATISTICS:

    Equipped abilities:
    – +20% increase to all physical damage dealt when not wearing armor or robes

    Weight: 0



    Ether Limiter (amulet)

    The stone of this amulet, a meteoric iron, is known to exhibit strong magic and energy-suppressing properties.

    STATISTICS:

    Equipped abilities:
    – Crushing Resistance: +15%
    – Magic Damage Resistance: +50%
    – Save vs. Spell: +2
    – Spellcasting disabled

    Special (Warhound):
    – Shockwave and Incinerate damage only enemies

    Weight: 1


    v3.3+ items:
    • Gold Scarab (amulet)
    • Winged Sword Insignia (ring)
    • Red Tearstone Ring (ring)
    • Hunter Bone (quick item)
    • Jade Feather (amulet)
    • Colorless Demon Soul (consumable)
    • Shaman Bone Blade (quick item)
    Gold Scarab (amulet)

    This type of amulet takes the form of a sculpted beetle and is typically only found in areas around Mulhorand. The golden scarab increases the amount of experience points obtained from defeating enemies.

    STATISTICS:

    Equipped abilities:
    – +300 bonus XP for each enemy slain by the wearer

    Weight: 1



    Winged Sword Insignia (ring)

    An honor bestowed upon the most devoted knights, lured into battles of death. The insignia symbolizes the relentless blade, and raises attack power with successive attacks.

    STATISTICS:

    Combat abilities:
    – 33% chance of a cumulative +1 bonus to damage for 2 rounds (melee only)

    Weight: 0



    Red Tearstone Ring (ring)

    The red tearstone boosts the attack of its wearer when in danger. Once, a goddess mourned the undeserving dead, shedding tears as red as blood. It is said that the stone set in this ring is one such tear.

    STATISTICS:

    Equipped abilities:
    – At under 25% HP, all damage inflicted by the wearer is increased by 40%

    Weight: 0



    Hunter Bone (quick item)

    The bone of an old hunter whose name is lost. Hold this bone to use the art of Quickening, a technique particular to the first hunters.

    STATISTICS:

    Charge abilities:
    – Blur-Haste three times per day
     Duration: 20 seconds
     Area of Effect: The user

    Weight: 1



    Jade Feather (amulet)

    A talisman facsimile of a feather. The jade feather rejects death magic of all forms.

    STATISTICS:

    Equipped abilities:
    – Hit Points: +8
    – Immunity to petrification
    – Death Ward

    Special (Medic):
    – 15-ft. radius for Black Remedy and White Remedy effects

    Weight: 1



    Colorless Demon Soul (consumable)

    The twisted soul of a primeval demon, seeped in strength. Grants the user a large amount of experience, but...

    STATISTICS:

    Special: +200,000 XP
    Wisdom: -1
    Charisma: -2
    Strength: +1
    Duration: Permanent

    Weight: 10



    Shaman Bone Blade (quick item)

    A ritual bone blade, coated in a gruesome spinal fluid. Breaks easily, but cuts deep and causes the victim to turn on former allies.

    STATISTICS:

    Special: Target must make a save vs. Polymorph or be charmed for 4 rounds; if the Saving Throw is made, the target goes berserk for 4 rounds

    Weight: 0


    Non-spoilery item info:
    • BG1/SoD: 7 items are obtainable (3 are in SoD). Other items are still installed.
    • BG2: All items obtainable in SoA. If starting a new game in ToB, the starting bag will have 1-2 items.
    • IWDEE/HoW: Spread throughout, in various dungeons and locations.



    Caryll Runes:
    • These are usable items with party-wide effects.
    • Can be used at will. These items function best gameplay-wise if the player can freely switch between them.
    • Characters don't need to be on the same map to be affected.
    • Only one rune may be in effect at a time. When a rune is used, it first removes other rune effects.
    Note: Icons are slightly different for each rune. They're not amazing looking, but at least helps to differentiate them. The description image is the same for all runes. I couldn't draw anything I liked, so I just used one of the already-made BAM images from BG2.


    Runes:
    • Clawmark
    • Blood Rapture
    • Oedon Writhe
    • Corruption
    • Anti-Clockwise Metamorphosis
    • Clockwise Metamorphosis
    • Great Lake
    • Fading Lake
    • Beast's Embrace
    • Hunter
    • Moon
    • Milkweed
    Clawmark

    One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

    Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

    STATISTICS:

    Charge abilities:
    – Clawmark (can be used at will)
     Area of Effect: The party
     Duration: 24 hours
     +5% chance to score a critical hit and critical hits cause bleeding, which inflicts 1d3 damage per round for 4 rounds (no save); a target can be wounded once per round and the effects are cumulative

    Weight: 0



    Blood Rapture

    One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

    Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

    STATISTICS:

    Charge abilities:
    – Blood Rapture (can be used at will)
     Area of Effect: The party
     Duration: 24 hours
     Critical hits restore 9 Hit Points

    Weight: 0



    Oedon Writhe

    One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

    Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

    STATISTICS:

    Charge abilities:
    – Oedon Writhe (can be used at will)
     Area of Effect: The party
     Duration: 24 hours
     Critical hits restore 1 memorized spell (up to 6th level)

    Weight: 0



    Corruption

    One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

    Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

    STATISTICS:

    Charge abilities:
    – Corruption (can be used at will)
     Area of Effect: The party
     Duration: 24 hours
     Regenerate 4 Hit Points per round at under 50% HP, 6 Hit Points per round at under 25% HP, and 8 Hit Points per round at under 10% HP

    Weight: 0



    Anti-Clockwise Metamorphosis

    One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

    Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

    STATISTICS:

    Charge abilities:
    – Anti-Clockwise Metamorphosis (can be used at will)
     Area of Effect: The party
     Duration: 24 hours
     +4 movement rate; +0.5 Attacks Per Round; -10% to maximum Hit Points

    Weight: 0



    Clockwise Metamorphosis

    One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

    Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

    STATISTICS:

    Charge abilities:
    – Clockwise Metamorphosis (can be used at will)
     Area of Effect: The party
     Duration: 24 hours
     +20% bonus to maximum Hit Points

    Weight: 0



    Great Lake

    One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

    Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

    STATISTICS:

    Charge abilities:
    – Great Lake (can be used at will)
     Area of Effect: The party
     Duration: 24 hours
     +10% to all physical damage resistances

    Weight: 0



    Fading Lake

    One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

    Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

    STATISTICS:

    Charge abilities:
    – Fading Lake (can be used at will)
     Area of Effect: The party
     Duration: 24 hours
     80% Fire Resistance

    Weight: 0



    Beast's Embrace

    One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

    Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

    STATISTICS:

    Charge abilities:
    – Beast's Embrace (can be used at will)
     Area of Effect: The party
     Duration: 24 hours
     Transform into a werewolf during combat; this action happens automatically and the character will revert back to natural form if no enemies are in visual range
     Special: Clerics and Paladins transform into a greater werewolf

    Weight: 0



    Hunter

    One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

    Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

    STATISTICS:

    Charge abilities:
    – Hunter (can be used at will)
     Area of Effect: The party
     Duration: 24 hours
     +1 bonus to attack rolls; +5 bonus to all thieving skills

    Weight: 0



    Moon

    One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

    Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

    STATISTICS:

    Charge abilities:
    – Moon (can be used at will)
     Area of Effect: The party
     Duration: 24 hours
     +65 bonus XP for each enemy slain by the party

    Weight: 0



    Milkweed

    One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

    Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

    STATISTICS:

    Charge abilities:
    – Milkweed (can be used at will)
     Area of Effect: The party
     Duration: 24 hours
     Transform into a mind flayer during combat, but Wisdom and Constitution are lowered by 2; this action happens automatically and the character will revert back to natural form if no enemies are in visual range

    Weight: 0


    Game notes:
    • BG1/SoD: 5 total runes are obtainable (2 are in SoD)
    • BG2: All obtainable in SoA portion. Also added to starting bags for some kits in ToB.
    • IWDEE/HoW: Spread throughout, in various dungeons and locations.
    Post edited by Dan_P on
  • Ludwig_IILudwig_II Member Posts: 379
    Some of these kits look really cool, thank you for the mod. I want to try Starjammer
  • Dan_PDan_P Member Posts: 131
    This is a minor update

    v1.1
    - Added Cosmic Watcher Badge to BG2 and IWD main campaigns (they were already in the expansions). Both are very late game.
    - Adjusted location of one of the other badges in BG2.
  • Dan_PDan_P Member Posts: 131
    This should hopefully be the last smaller update for a while.

    v1.2
    - One item in SoD was gained without charges. This is fixed.
    - Revised the balor script (Riftgate enemy). It has more spell variety, but also doesn't use annoying spells like Death Spell or Remove Magic as often. It no longer starts with Protection From Magical Weapons, but it has a couple summons instead. The phase 2 and phase 3 buffs also happen earlier.
    - Also made minor edits to the golem and gibberling scripts.
  • Dan_PDan_P Member Posts: 131
    Updated a few things:

    v1.3/v1.4
    • Powder Keg: Fixed minor issue when installed after Rogue Rebalancing. The kit was starting with the RR song, though you could switch right away to Blasting Song. Now the kit starts with Blasting Song set as the Bard Song.
    • Added spell cap option to config.ini: This affects 2 spells, Electrocannon and Revitalizer (Starjammer kit). The cap can be set to level 20, 30, 40, or 50. Any other number will revert to the defaults (20 for BG games and 30 for IWDEE).
    • More edits to the Riftgate balor (both buffs and nerfs). If you're unprepared for it, best thing to do would be to run to a different map (it will search you out if on the same map). It's also vulnerable to Imprisonment, if you can get the spell off.
    • Added 2 items to the "Misc items" component: Stone Ring, Flynn's Ring
    • Golem Ring ability now says "Iron Flesh" by the portrait icon to differentiate from Stoneskin.
    • Might have made a few other minor adjustments.
  • Dan_PDan_P Member Posts: 131
    edited November 2022
    v1.5

    Another minor update, but something I didn't want to leave unchanged:
    • Starjammer: Minimum stats changed to be different from Dragon Disciple
    Will no longer have a minimum of 14 Dex, which didn't make sense combined with the -2 Dex penalty.
  • Dan_PDan_P Member Posts: 131
    This is a slightly bigger update, so I bumped it up to v2.0.

    New additions
    • Added 6 multiclass variants:
      • Beast Hunter (f/m)
      • Beast Hunter (f/m/c)
      • Warhound (f/m)
      • Moonlight Knight (c/r)
      • Crow Hunter (f/t)
      • Crow Hunter (f/m/t)
    • These are installed together with the single classes. As with the single class, each kit can be enabled or disabled from the config.ini file.
    • Added 9 Caryll Runes to Misc items component. These are items with party-wide effects, inspired by the similarly named items from Bloodborne. See below for more details.

    Fixes/Tweaks:
    • Blood Minister
      • DoF sphere system: Added weapon restrictions (blunt, crossbows, small piercing weapons). These are implemented the same way as Raduziel's own kits (added directly to weapon files). This kit also wasn't getting "All" spheres up to 7th level. This is fixed.
      • FnP sphere system: Will now gain higher level healing spells, in addition to previous spheres.
    • Frenzying Flame: Added audio while the spell is active
    • Craft Hunter Badge: Added info about using the ability when right-clicking the icon
    • Fixed WeiDU error when installing after FnP.
    • Fixed proficiencies for Paladin and Ranger kits when installed after FnP.
    • Updated ADD_KIT_EX to v0.5.1



    Additional info (multiclass kits)
    • All kit abilities and restrictions also apply to the multiclass variants (i.e. Beast Hunter can't wear heavier than studded leather)
    • Mage multiclasses will receive -1 to spell slots at game start to remove the specialist bonus slot.
    • Warhound can grandmaster in ranged weapons.
    • Divine multiclasses are compatible with FnP or DoF spheres. (Minor issue noted below)
    • Crow Hunter multiclasses may start with the "Set Snares" ability (happens in HoW). These are removed on the next level up.

    Minor issue (IWDEE) - DoF spheres + Starting a new game in Heart of Winter
    • Only noticed this with one kit, multiclass Moonlight Knight (C/R).
    • Level 1 spells may not be learned when starting a new game in HoW.
    • Happens if character is newly created (not pregenerated or imported).
    • Pregenerated characters will gain all spells properly.



    Caryll Runes:
    • These are usable items with party-wide effects.
    • Can be used at will. These items function best gameplay-wise if the player can freely switch between them.
    • Characters don't need to be on the same map to be affected.
    • Only one rune may be in effect at a time. When a rune is used, it first removes other rune effects.
    Note: Icons are slightly different for each rune. They're not amazing looking, but at least helps to differentiate them. The description image is the same for all runes. I couldn't draw anything I liked, so I just used one of the already-made BAM images from BG2.


    Runes:
    • Clawmark
    • Blood Rapture
    • Oedon Writhe
    • Corruption
    • Anti-Clockwise Metamorphosis
    • Clockwise Metamorphosis
    • Great Lake
    • Fading Lake
    • Beast's Embrace
    ==================================================
    Clawmark
    ==================================================
    One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

    Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

    STATISTICS:

    Charge abilities:
    – Clawmark (can be used at will)
     Area of Effect: The party
     Duration: 24 hours
     +5% chance to score a critical hit and critical hits cause bleeding, which inflicts 1 point of damage per round for one turn (no save); a target can be wounded once per round and the effects are cumulative

    Weight: 0


    ==================================================
    Blood Rapture
    ==================================================
    One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

    Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

    STATISTICS:

    Charge abilities:
    – Blood Rapture (can be used at will)
     Area of Effect: The party
     Duration: 24 hours
     Critical hits restore 9 Hit Points

    Weight: 0


    ==================================================
    Oedon Writhe
    ==================================================
    One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

    Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

    STATISTICS:

    Charge abilities:
    – Oedon Writhe (can be used at will)
     Area of Effect: The party
     Duration: 24 hours
     Critical hits restore 1 memorized spell

    Weight: 0


    ==================================================
    Corruption
    ==================================================
    One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

    Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

    STATISTICS:

    Charge abilities:
    – Corruption (can be used at will)
     Area of Effect: The party
     Duration: 24 hours
     Regenerate 4 Hit Points per round at under 50% HP, 6 Hit Points per round at under 25% HP, and 8 Hit Points per round at under 10% HP

    Weight: 0


    ==================================================
    Anti-Clockwise Metamorphosis
    ==================================================
    One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

    Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

    STATISTICS:

    Charge abilities:
    – Anti-Clockwise Metamorphosis (can be used at will)
     Area of Effect: The party
     Duration: 24 hours
     +2 movement speed; +0.5 Attacks Per Round; -10% to maximum Hit Points

    Weight: 0


    ==================================================
    Clockwise Metamorphosis
    ==================================================
    One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

    Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

    STATISTICS:

    Charge abilities:
    – Clockwise Metamorphosis (can be used at will)
     Area of Effect: The party
     Duration: 24 hours
     +20% bonus to maximum Hit Points

    Weight: 0


    ==================================================
    Great Lake
    ==================================================
    One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

    Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

    STATISTICS:

    Charge abilities:
    – Great Lake (can be used at will)
     Area of Effect: The party
     Duration: 24 hours
     +10% to all physical damage resistances

    Weight: 0


    ==================================================
    Fading Lake
    ==================================================
    One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

    Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

    STATISTICS:

    Charge abilities:
    – Fading Lake (can be used at will)
     Area of Effect: The party
     Duration: 24 hours
     80% Fire Resistance

    Weight: 0


    ==================================================
    Beast's Embrace
    ==================================================
    One of a number of transciptions attributed to the runesmith Caryll, who heard the whispers of the Great Ones and etched them into strange markings. This item applies its effects to all party members.

    Only one Caryll Rune may be in effect at a time. Using this rune will remove any previous rune effects.

    STATISTICS:

    Charge abilities:
    – Beast's Embrace (can be used at will)
     Area of Effect: The party
     Duration: 24 hours
     Transform into a werewolf during combat; this action happens automatically and the character will revert back to natural form if no enemies are in visual range
     Special: Clerics and Paladins transform into a greater werewolf

    Weight: 0


    Game notes:
    • BG1/SoD: 3 total runes are obtainable (2 are in SoD)
    • BG2: All obtainable in SoA portion. Also added to starting bags for some kits in ToB.
    • IWDEE/HoW: Spread throughout, in various dungeons and locations.
  • Dan_PDan_P Member Posts: 131
    edited December 2022
    This is a fix/tweak update.

    v2.1
    • Config.ini: Added proficiencies option for multiclass Clerics. If enabled, can place slots in all weapon types. This does not change usability by itself. This option is for use with tweaks that enable all weapons for Clerics. Note that this is automatically enabled if this mod is installed after Deities of Faerun or the Faiths and Powers usability component.
    • Rearranged order that kits are installed (Arcane kits moved to top).
    • Moonlight Knight (C/R): It was able to place slots in all weapon types by default, even though Cleric/Rangers are normally restricted to Cleric weapons. This is fixed.
    • Ether Booster: Bonus effect is applied immediately when Unleash Magic is used. The effect is applied every 3 seconds, but previously you had to wait 3 seconds for it to start.
    • Cruciform: Bonus effect is applied immediately when Bloodletter is used.
    • Hunter Badges: Bonus effects are applied immediately when Fire Weapon is used.

    v2.2
    • BGEE:
      • Status immunities should now block the correct display strings (they were only blocking the right strings in BG2). I went through abilities in each game to find the strings needed for each immunity. I still block a few "incorrect" strings in case some are used by other mods (they have the correct text, just not used by the game).
    • IWDEE:
      • Healing Blood will cure poison now, rather than just slowing the damage. It was already working properly in the BG games. This mistake was made because I clone Slow Poison into a subspell, but forgot that it doesn't fully cure poison in IWD.
      • Status immunities should now block the correct display strings.
    • Riftgate balor:
      • No longer immune to critical hits.
      • Summons Aerial Servants instead of a Fallen Planetar.
      • Changed some of the scripted spells.
      • Increased cooldown time for some script actions.
      • Can now re-summon creatures indefinitely (on a timed delay).
    • Ether Booster (casting speed penalty):
      • Made it so the kit abilities from this mod are not affected by casting speed penalties (non-spell abilities shouldn't be affected anyways). Exceptions are Denial, Moonlight Vortex, and Bolt of Glory.
      • The Misc items component will also patch base game kit/NPC abilities and non-caster HLAs. Spell-like abilities, such as Shadowstep or Paladin abilities, are not patched.
    • Golem Ring (haste/slow immunity):
      • In previous versions, simply equipping the ring would remove any haste or slow effects. At the same time, the Iron Flesh ability didn't give immunity to haste/slow, so you could cast it, then switch the ring out for a different one.
      • I changed it so that equipping the ring won't remove any effects. It will just prevent future effects while equipped. Using Iron Flesh, however, will now remove any haste or slow effects, as well as make the character immune to both for the duration.
    • Beast's Embrace: Added effect to account for an EE Fixpack change.
    • Cruciform: Changed portrait icon to the standard "Regenerating" one used by other items/spells.
    • Blood Transfusions: Added additional portrait icons ("Protection From Poison", etc.).
    • Corruption rune: Will now show a "Regenerating" icon, but only when under 50% HP.
    • Some other minor adjustments.
  • Dan_PDan_P Member Posts: 131
    v2.5 update:
    • Added French translation, thanks to 11jo.

    Also, I didn't make posts for them, but v2.3 was mainly revising spheres for the Faiths & Powers and Deities of Faerun mods. v2.4 was a few minor changes, just polishing some stuff up.
  • Dan_PDan_P Member Posts: 131
    Content-wise, this isn't a lot different from the last time I posted in this thread. However, there are a several important fixes and updates to various installer files. Also made a couple item adjustments.


    v2.7
    • Fixes:
      • Beast Hunter (multiclass): Wasn't able to equip the "Big Metal Unit" armor (usable by every class/kit).
      • Grave Warden: Fixed potential usability issue on non-English installs of BG2EE.
      • Improved the way mass patching of spells/items by certain kits is handled.
      • A few other minor adjustments to install files.
    • Changes:
      • Cosmic Watcher badge: Saving throw against the level drain is now made at a -2 penalty.
      • SoD: Changed one of the item locations.
      • Added a bag of holding, containing items from this mod (d2#hbag.ITM). Not obtainable from normal gameplay.

    v2.6
    • Improved icons for Caryll runes. The differences should be easier to see.
    • Adjusted timings of a couple visual effects.
    • Cleaned up some of the abilities tables (no gameplay effect)
    • Some installer improvements.
    • Updated some of my old functions files.
  • Dan_PDan_P Member Posts: 131
    edited February 2023
    UPDATE: French translation updated + a few minor fixes

    This was all stuff for the v3.0, but that's going to take longer, so I'm posting this now to get the release version up-to-date.



    v2.8 update

    What's new:
    • Added 2 Hunter Badges: Saw Hunter Badge and Old Hunter Badge.
    • Added 3 Caryll Runes: Hunter, Moon, and Milkweed.
    • Added Ether Limiter amulet (has bonus effect for Warhound kit).
    • Grave Warden: Can challenge Presio (IWDEE).

    Fixes:
    • Revitalizer: Fixed visual/audio effects not showing if the target was higher level than the caster.

    Changes:
    • Revised Jolt spell: Still raises dead, but also breaks curses and cures several status effects.
    • Changed a couple item locations to account for new items.
    • Calamity Ring: Added to expansion areas (SoD, ToB, HoW) if not already obtained.
    • Crowfeather Cloak: Added non-detection.
    • Cruciform: Will also give 2 bonus 2nd-level priest spell slots.

    The top 2 posts have been updated with the current item/spell info.
    Post edited by Dan_P on
  • Dan_PDan_P Member Posts: 131
    The v3.0 update adds 3 kits:
    • Drifter (ranger)
    • Medic (monk)
    • Noble Scion (paladin)


    Also makes various other changes. Full update notes:
    Fixes:
    • Fixed potential issue with IWDEE (caused by the file #BONECIR.SPL, if it was in the override).
    • Fixed Starjammer's Jolt spell effects when installed with the Deities of Faerun mod.

    Added kits:
    • Drifter (ranger)
    • Medic (monk)
    • Noble Scion (paladin)

    Kit/ability Changes:
    • Beast Hunter: "Fire Weapon" is now "Hunter Tools". Adds acid damage and boosts movement speed.
    • Grave Warden: Can wear up to chain mail (was previously leather).
    • Blood Minister: Will now gain Blood Tranfusion every 2 levels (max 10 uses).
    • Crow Hunter: Visceral Attack healing reduced from 20 HP to 12 HP.
    • All bleeding effects increased to 2 damage per round (affects Confessor kit, Crow Hunter kit, Clawmark Rune item)
    • Any kits that gain custom spells will learn them all in the spellbook at level 1.

    Item stuff:
    • Old/Saw Hunter Badges can now be crafted (by 2 of the new kits).
    • IWDEE: Changed conditions for obtaining certain items.

    Visual/Audio changes:
    • Changed visual/audio for War Magician's "Twisted Barricade".
    • Riftgate: Added portrait icon for the turn that the spell can't be recast.
    • A couple other minor changes (sounds or BAM images).

    Updated Compatibility section:
    • FnP note: The multiclass Cleric kits are currently not compatible with the beta versions of FnP. Use v0.84.5 if you want to use the multiclass kits with FnP.



    v3.0 kits:

    Drifter (Ranger)
    DRIFTER: An aimless wanderer, at home in adverse terrain. Countless battles have honed the abilities of these finely skilled warriors.

    Advantages:
    – +4 bonus to Saving Throws vs. Breath.
    – +1 bonus to Armor Class, plus an additional +1 bonus every 5 levels.
    – +1 bonus to attack and damage rolls every 5 levels.
    – Will not fall due to reputation loss.
    – Moves 2 points faster than other characters.
    – 6th level: Immune to Grease, Web, Entangle, Spike Growth, and Spike Stones.
    – 12th level: Immune to Cloudkill, Death Fog, Stinking Cloud, Writhing Fog, and Cloud of Pestilence.

    Disadvantages:
    – May not cast priest spells.
    – May only wear leather or hide armor.

    Medic (Monk)
    MEDIC: This Monk is a skilled medical practioner, as well as warrior, and has undergone special training, applying powerful herbal remedies to aid in combat.

    Advantages:
    – May use the Black Remedy and White Remedy abilities. Gains one use each at level 1 and an additional use each every 5 levels thereafter.

    BLACK REMEDY: All attacks in the next 10 seconds spread a healing remedy. Restores 1d8 Hit Points to allies in a 7-ft. radius.

    WHITE REMEDY: All attacks in the next 10 seconds spread a soothing remedy. All enemies in a 7-ft. radius are slowed for 1 round, and must make a save vs. Death or fall asleep for 5 rounds or until attacked.

    – 5th level: May cast Slow Poison three times per day.
    – 7th level: May cast Cure Disease once per day.
    – 9th level: May use the Healing Rain ability once per day. Gains additional uses at levels 12 and 15.

    HEALING RAIN: Crystal healing shards rain down in a 10-ft. radius, lasting for 2 rounds. All creatures in the area are healed 3d8 Hit Points each round.

    Disadvantages:
    – May not use the Lay On Hands ability.
    – May not use the Stunning Blow ability.
    – May not wear gauntlets or bracers.

    Noble Scion (Paladin)
    NOBLE SCION: Scion to a respectable line with faith in your pedigree. This holy avenger excels at ranged combat and imbues ammo with blood to fire devastating shots.

    Advantages:
    – +1 bonus to ranged attack rolls at 1st level, plus an additional +1 bonus every 5 levels.
    – May achieve Grand Mastery (5 slots) in longbows, shortbows, crossbows, slings, and darts.
    – 3rd level: May use the Blood Bullet ability once per day. Gains additional uses every 3 levels thereafter.

    BLOOD BULLET: The character sacrifices 2d4 Hit Points. For the next 2 rounds, all ranged attacks deal an extra 1d3 piercing damage for every 3 levels of the character.

    – 8th level: +5% chance to score a critical hit with ranged attacks.
    – 16th level: +5% chance to score a critical hit with ranged attacks.

    Disadvantages:
    – May not wear armor heavier than splint mail.
    – May not Specialize in melee weapons.
    – May not Specialize in any fighting style.
  • EndarireEndarire Member Posts: 1,519
    I've been concerned that for a typical game, Monks have been weak and kitted Monks that lose their base features even more so. Monks front liners who can't wear most protective items (like a Kensai), they can't cast spells (Sor/Wiz), and can't use bows/crossbows (like a Fighter or Ranger). Stunning Fist and Fast Movement seem like their main selling points.

    Maybe your testing has proven otherwise. If so, I'm interested.

    Thankee!
  • Dan_PDan_P Member Posts: 131
    @Endarire

    The way I balanced the Medic is, Black/White Remedy replace Stunning Blow, Slow Poison/Cure Disease replace Lay On Hands, and Healing Rain is countered by no gauntlets (so lower fist damage). Note that the Remedy abilities are not fist only. You can use them with weapons, including ranged. Both are also area effects that can apply multiple times.

    If I get some feedback that the kit is underpowered (compared to unkitted monk), I'll consider rebalancing it, but I'm more likely to buff the healing abilities, rather than remove disadvantages. At the moment, I'm not planning any changes, though.
  • Dan_PDan_P Member Posts: 131
    v3.1 update

    Fix/polish for drifter and noble scion kits.
    Fixed compatibility with FnP beta/0.85 versions.


    Full update notes:
    Fixes:
    • Drifter: Some enemy entangling effects were getting through.
    • Noble Scion: Wasn't able to use some Paladin items (i.e. Carsomyr).
    • SoD: The crafting abilities for hunter badges couldn't be learned.

    Changes:
    • Drifter: Added more mod spells to immunities lists (MiH spellpack, Deities of Faerun, sod2bg2).
    • Noble Scion: Self-damage from Blood Bullet won't kill the character if falling to 0 HP.
    • Oedon Writhe: Spell restore capped at 6th level spells.
    • Anti-Clockwise Metamorphosis: Movement speed bonus increased from +2 to +4.

    Beamdog items (bonus effects):
    • Archer's Eyes: Warhound, Warhound FM, Noble Scion
    • Belt of the Skillful Blade: Drifter
    • Screaming Bagpipes: Powder Keg
    • Stalker Gauntlets: Crow Hunter, Crow Hunter FT, Crow Hunter FMT

    Updated Compatibility info (with FnP mod):
    • I now recommend to install this mod after applying a FnP sphere system. See Compatibility section.
    • Fixed compatibility with FnP beta/v0.85 (Still backwards compatible with v0.84.5).
  • Dan_PDan_P Member Posts: 131
    The v4.0 release adds 3 kits + more multiclass variants:
    • Full Metal Jaguar (fighter)
    • Nurse (thief)
    • Spell Fencer (fighter/mage)

    Summary of last few updates (v3.2, v3.3, v4.0):
    • 3 new kits
    • 5 new multiclass variants
    • 5 new items
    • various fixes
    • tweaked/rebalanced a few items/abilities

    The info in the top 2 posts is updated for v4.0.
    Download and full update notes on GitHub



    v4.0 kits

    Full Metal Jaguar (Fighter)
    FULL METAL JAGUAR: A highly capable and versatile warrior, the Full Metal Jaguar leads with a burst of projectiles before leaping in to strike down foes.

    Advantages:
    – +1 bonus to attack and damage rolls.
    – Immune to backstab.
    – 5th level: May use the Ghostwalker ability once per day. Gains additional uses every 5 levels thereafter.

    GHOSTWALKER: This ability lasts 5 rounds. Once each round, 1 mirror image is created on the character, which can absorb one attack during that round. The number of images created increases to 2 per round at level 10, 3 per round at level 15, and 4 per round at level 20.

    – 8th level: Gains the Critical Boost ability (passive)

    CRITICAL BOOST: Ranged attacks boost melee critical chance. Each hit with a ranged weapon gives a cumulative +5% bonus for 3 rounds. A critical miss resets the bonus.

    Disadvantages:
    – May not wear armor heavier than splint mail.

    Nurse (Thief)
    NURSE: A born specialist, the Nurse is an adept alchemist, as well as marksman, fit for sleuthing or academia.

    Advantages:
    – +1 bonus to ranged attack rolls at 1st level, plus an additional +1 bonus every 5 levels.
    – May prepare a set of 8 Medical Darts. Gains one use at level 1, one use at level 5, and an additional use every 5 levels thereafter. The darts are automatically equipped and remain in the hand until thrown or expired (1 hour).

    MEDICAL DARTS: These darts will heal allies or deal poison damage to enemies. The amount of healing or damage is equal to 1d3 + 1 Hit Point per 3 levels, up to a maximum of 1d3 + 5. Medical Darts are treated as magical weapons with a +5 enchantment, and attacks are made with a +5 bonus. A character's proficiency with darts does not affect attack rolls.

    – 11th level: May use the Injection Shot ability once per day. Gains additional uses at levels 15 and 19.

    INJECTION SHOT: The next successful ranged attack forces the target to make a save vs. Death at -2 or become feebleminded. If the Saving Throw is made, the target is confused for 5 rounds.

    Disadvantages:
    – May only distribute 15 skill points per level among thieving skills.
    – May not wear armor heavier than leather.

    Spell Fencer (Fighter/Mage)
    SPELL FENCER: This class is an expert duelist, and a natural talent of both weapons and arcane magic.

    Advantages:
    – May cast one additional spell per level.
    – +1 bonus to Armor Class, plus an additional +1 bonus every 5 Fighter levels.
    – +1 bonus to Saving Throws vs. Spell every 4 Mage levels, up to a maximum of +5 at level 20.
    – Gains the Flash Cast ability (passive). This ability requires 5 levels in Fighter and 5 levels in Mage.

    FLASH CAST: With each successful melee attack, the character gains a cumulative +2 bonus to casting speed for 10 seconds. A critical miss resets the bonus.

    Disadvantages:
    – May not specialize in ranged weapons.
    – May not wear armor heavier than chain mail.
  • Dan_PDan_P Member Posts: 131
    Made a few smaller updates. This is probably the final update for a while, other than possible bug fix/translation updates.


    Summary of last few updates (v4.1, v4.2, v4.3):

    - Main component is now 3 subcomponents:
    • Option 1: Base kits + multiclass variants
    • Option 2: Base kits only
    • Option 3: Misc items only (no kits or Hunter Badges)
    - Added 2 consumable/limited use items.
    - Some minor rebalancing.
    - Moved some item locations around (especially for IWD).


    Download and full update notes on GitHub.
  • Dan_PDan_P Member Posts: 131
    Made a couple more fixes/tweaks (v4.4, v4.5).

    This time, it really will be the last update for a while. I had a couple things I wanted to fix/adjust, but didn't notice until after posting the last update here. Pretty sure I got in all the immediate fixes/changes I wanted to make.

    Summary:
    • Made a few fixes.
    • Slightly buffed a few kits/abilities.
    • Compatibility updates for EE Fixpack, subtledoctor's mods, and OlvynSpells.

    Full update notes and download on GitHub.
  • Dan_PDan_P Member Posts: 131
    v4.6 update
    • Updated Nurse and War Magician abilities.
    • Small tweak/fix for Crow Hunter.
    • Fixed importing of multiclass kits for Charname (BG2/ToB/SoD). Kits will no longer be missing abilities when imported.

    Download and full update notes on Github.
  • Dan_PDan_P Member Posts: 131
    v4.7 - maintenance update

    Maintenance:
    • Fixed Denial/Revitalizer abilities if installed after SCS/ToF revisions to 'cure wounds' spells.
    • IWDEE: item files no longer have description images (fixes visual glitch with Infinity UI++).
    • Standardized and reworked internally how armor restrictions are handled for kits.
    • Improved installer speed.
    • Updated ADD_KIT_EX to v0.6.2.
    • Updated description for Drifter kit to note support for ToF Evasion.
    • Spell selection fix (compatibility section) now links to 'Subtled Spell Tweaks'.

    Adjustments:
    • Starjammer: Riftgate golem is now immune to spells that instakill summons.
    • Starjammer: Riftgate balor will now leave after reloading the area, instead of staying forever.
    • Medic: Healing Rain now heals 3d8+2 per round (increased from 13.5 to 15.5 average).

    Download on Github: https://github.com/D2-mods/The-Workshop-Kitpack/releases
  • Dan_PDan_P Member Posts: 131
    edited February 21
    Updated to v4.7.5.

    This is a cumulative post for the last few updates (v4.7.1 - 4.7.5).

    Github: https://github.com/D2-mods/The-Workshop-Kitpack
    Download: https://github.com/D2-mods/The-Workshop-Kitpack/releases

    --

    Powder Keg changes:
    • Reduced delay between each use of a song from 10 rounds to 8 rounds.
    • Blasting Song: Main blast now delayed 1 second (damage unchanged). A new lead-in projectile does an extra 2 fire damage to enemies in a 12-ft. radius. It's visually more interesting now, and the initial projectile lets you know when the main blast is coming.
    • Booming Song: Damage increased from 2d4 to 3d8. Tweaked explosion visual/sound.
    • Dust Explosion: Damage of initial blast increased from 5d6 to 8d6. Creatures immune to blind no longer suffer reduced visual range. Enemies now move at half speed in the cloud.
    • Frenzying Flame: Damage per round increased from 2d4 to 2d12.

    Medic changes:
    • at level 10, Slow Poison is now upgraded to Neutralize Poison.
    • at level 14, Cure Disease is now upgraded to Heal (essentially, the medic's version of "Lay on Hands").
    • at level 18, can now use Lesser Restoration 3 times per day (no fatigue).
    • All medic cures are touch range, applied instantly, have no vocal component, and are not considered spells for wild/dead magic.
    • The spells are otherwise identical to the existing priest spell at the time of install (i.e. in IWDEE, you can't cast Heal on an undead or elemental).
    • Adjusted visuals for all abilities + fixed color fade effect on White Remedy (was allowing a save).
    • Medic: Remedy abilities will no longer affect undead or golems. Healing Rain will still heal any creature, including in IWD (similar to Mist of Eldath).

    IWD Evasion notes:
    • These abilities previously allowed Evasion, and no longer do: Shockwave, Moonlight Vortex, Booming Song.
    • These abilities can (still) be evaded: Incinerate, Electrocannon, Steady Current (secondary targets only), Blasting Song, Dust Explosion (initial blast only), Ether Explosion.
    • BGEE/BG2EE: If Evasion from IWDification or Talents of Faerun is installed before this mod, then the above abilities will also give a check for Evasion in the BGEE games. (components from ToF that just modify kit ability tables are fine to install before this mod)
    • All "Evades effects from..." messages should now say the name of the spell/ability being evaded.

    --

    Fixes/Maintenance:
    • Blood Minister: if using Spell Revisions, Madman's Blood no longer causes SR fatigue effects.
    • Fixed a mod conflict (with IWDEE Polymorph fixes mod) that would cause characters to learn Psionic Blast permanently, when using the Milkweed rune.
    • Aesthetic fix with Bubb's Spell Menu: The Denial and Moonlight Vortex abilities will now appear as level 1 spells in the special abilities menu (same as all other abilities from this mod).
    • Blood Minister: Right-clicking the Blood abilities in the submenu will now show the description for Blood Transfusion. Previously, only the main Blood Transfusion spell would show the description.
    • Golem Ring: Delayed sound effect on item ability was incorrectly set as undispellable.
    • Moonlight Knight: Fixed an inconsistency in the effects of Moonlight Vortex + added lighting effect on allies (only enemies take damage still).
    • IWDEE: Grave Warden's Skull Trap was giving Evasion check against the wrong spell resource.

    Other updates:
    • New icon for Hunter Tools, recolored icons for Starjammer spells, changed icons for a few other abilities.
    • Switched some item locations around in BG2EE/IWDEE (main change is making Hunter Bone obtainable earlier).
    • Added more shaman bone blades in each game (higher quantities and/or obtainable in more locations).
    • IWDEE: Grave Warden's Denial ability will now follow IWD cleric rules for the healing effect. The main spell can still be cast on any creature. For creatures immune to healing spells in IWD, Denial will last the full 3 turns, unless dispelled or the creature is killed/unsummoned.
    • Shaman Bone Blade: Improved effects structure. Will now always play an audio/visual effect, even for immune creatures. Will now display a string that ability was used. Increased cast range from 1 to 3. Elves and half-elves that fail the save against charm, but make the racial check for charm resistance, will now avoid all effects, instead of being berserked.
    • Starjammer: Riftgate balor now has a screen shake effect if summoned. Other adjustments to golem and balor (faster movement, golem has stun on hit, etc.)
    • Temple Knight: Slightly reduced knockback strength of Force + added color fade to affected creatures. Stun duration increased internally (it's still roughly 4 seconds, but after the knockback ends).

    SCS/ToF notes:
    • Fixed a few wrong ability icons when this mod was installed after SCS/ToF spell tweaks.
    • Fixed an issue with haste effects if this mod was installed after SCS/ToF spell tweaks. This affected the Moonlight Knight kit and the Hunter Bone item.
    • Milkweed (rune): Fixed an issue that would occur if this mod was installed before SCS/ToF spell tweaks. The CON/WIS drain wasn't being removed right away after battle (it wears off itself eventually).
    • I personally install this mod after SCS spell tweaks (I don't use ToF yet), but in case the opposite order is used, all items/abilities will probably work fine either way.
    Post edited by Dan_P on
  • Dan_PDan_P Member Posts: 131
    Updated to v4.7.8

    This update includes a critical compatibility fix for EEex.

    Github: https://github.com/D2-mods/The-Workshop-Kitpack
    Download: https://github.com/D2-mods/The-Workshop-Kitpack/releases

    --

    Compatibility fix for EEex (v0.10.0-alpha and later):
    • Some kits had broken effects due to a change in recent EEex versions.
    • All kit abilities are fixed now. The affected kits were the ones with special amulet effects (i.e. Beast Hunter and hunter badges).
    • as a side effect: these item effects will now work even with custom multiclass kits.
    • To be clear, this mod does not require EEex (everything works with or without).

    Crow Hunter updates:
    • Damage bonus vs. humans/humanoids now starts at +1, increases to +2 at level 5, and +3 at level 10. For multiclasses, it upgrades with thief level only (not average level of classes).
    • Multiclass variants will now gain Visceral attack at the correct levels (9, 13, and 18).
    • Visceral Attack is now more likely to roll in the upper range of the damage roll. This makes it a little better for mage/thief or single class.
    • Can now use any mod-added traps (i.e. Talents of Faerun HLAs), even if installed after this mod. Must be Thief level 14 or higher.
    • Bonus effect from the Crowfeather Cloak item will now work with custom multiclass kits.

    Other:
    • Beast Hunter: Added an extra effect for the Old Hunter Badge amulet. When using Hunter Tools, the character will never roll a critical miss (with melee attacks).
    • Jade Feather: This now gives a +8 bonus to max HP (basically an extra roll of HP for monks). This replaces the +3 bonus to Save vs. Spell.
  • Dan_PDan_P Member Posts: 131
    Updated to v5.1

    This post covers the v5.0 changes.

    Github: https://github.com/D2-mods/The-Workshop-Kitpack
    Download: https://github.com/D2-mods/The-Workshop-Kitpack/releases

    --

    Kit/item changes:
    • Nurse: Major kit revision (see kit description). It's now based around a main ability called N-Alchemy. When N-Alchemy is used, it gives the character 3 "alchemy points" and a set of abilities to use. The old abilities are still there, but rebalanced for the N-Alchemy system.
    • Moonlight Knight: Revised/tweaked all kit abilities/passives (see kit description).
    • Noble Scion: adjusted Blood Bullet ability. The damage is now capped by the "spellcap" setting (config.ini). However, it now doubles the base kit bonus to ranged THAC0 (this is uncapped).
    • Crow Hunter: slightly adjusted Visceral Attack levels (now 9, 13, 17).
    • Temple Knight: Tweaked disadvantages. Bolt of Glory now gained at levels 9, 13, 17. Force now has reduced effects against larger sized creatures (stun 1 second).
    • Slightly expanded alignment options for thief/paladin kits.
    • Tweaked items: Milkweed (rune), Colorless Demon Soul

    Technical updates:
    • Medical Darts (Nurse): The character will now stop attacking when all darts are used (if AI is on, will retarget to an enemy). Also, any effects that target "allies" or "enemies" are now relative to caster. Also fixed a bug that could cause the darts to be removed before the duration ended.
    • Haste effects will now fully remove Slow spells (and vice versa). Spells with multiple statuses (ex. Holy Word, Dolorous Decay) will not have the non-Slow statuses removed.
    • The Grave Warden's Denial ability can now be recast on a target that already has the effect. Previously, it would give a message that the "contingency" could not be recast.
    • The Crow Hunter's Splintering Shot no longer bleeds enemies with 100+ piercing resist (this doesn't apply to the bleed from Confessor kit or Clawmark rune).
    • Drifter: A few more spells added to the "ground" and "cloud" immunity packages. Anything added fits the general theme for each immunity type (ex. insect spells for cloud).

    Other:
    • a few extra abilities are capped by the "spellcap" setting in config.ini (default 20 for BG games, 30 for IWDEE).
    • Added extra feedback messages (ex. Denial will say when it has activated and effects ended).
    • Changed a couple portrait icons. Adjusted colors of some icons/animations. Changed some sound effects.
    • Some pretty significant internal changes and improvements, on the installer side.

    Compatibility notes:
    • EE fixpack: Madman's Blood (Blood Minister) should no longer cancel itself out immediately. Any abilities that cure statuses will now also apply any relevant EEFP subspells. Updated list of EEFP immunity spellstates (some were missing).
    • SR-Revised: fixed installer warnings when installed after SRR.
    • Faiths and Powers: improved compatibility with paladin archetypes. For best compatibility, install this mod after the paladin components (and preferably after applying the sphere system).
    • Deities of Faerun: Moonlight Knight CR now gains minor access to Healing sphere (replacing Weave).
    • Talents of Faerun (beta 12): Added custom sphere support for all divine casting kits. For multiclass variants, any edits to kit descriptions will no longer be added to the single class (and vice versa). See below for additional info.

    --

    Revised kits:

    Nurse:
    NURSE: A born specialist, the Nurse is an adept alchemist, as well as marksman, fit for sleuthing or academia.

    Advantages:
    – +1 bonus to ranged attack rolls every 3 levels.
    – May Specialize (two slots) in shortbows, crossbows, slings, and darts.
    – May use the N-Alchemy ability. Gains one use at level 1, one use at level 6, and an additional use every 6 levels thereafter.

    N-ALCHEMY: Adds a set of medical tools as special abilities for up to 1 hour. Each requires 1 alchemy point, and the character is given 3 points to use. New abilities become available at higher levels:
     1st level: Medical Darts
     5th level: First Aid
     9th level: Overdose
     13th level: Injection Shot
     17th level: Autoimmune

    MEDICAL DARTS: Equips the character with 5 medical darts, which expire after 5 rounds. These darts will heal allies or deal poison damage to enemies. The amount of healing or damage is equal to 1d4+3, with an extra +1 every 5 levels. Medical Darts strike as +2 weapons with a +5 bonus to THAC0. Proficiency with darts does not affect attack rolls.

    FIRST AID: Provide immediate medical care to any living creature. Restores 2 Hit Points per level, up to a maximum of 40 Hit Points.

    OVERDOSE: For 5 rounds, the character gains an extra attack per round, +3 per level to all thieving skills, +10% critical hit chance with ranged attacks, and immunity to slow, maze, sleep, stun, and level drain. Overdose may not be used in conjunction with the Haste or Improved Haste spells.

    INJECTION SHOT: The next successful ranged attack forces the target to make a save vs. Death at -2 or become feebleminded for 7 rounds. If the Saving Throw is made, the target is confused and slowed for 2 rounds.

    AUTOIMMUNE: The recipient is automatically cured of the next instance of poison, disease, hold, paralysis, stun, sleep, blindness, deafness, charm, berserk, fear, confusion, or feeblemind. This ability lasts up to 3 turns.

    Disadvantages:
    – Only gains 15 thieving skill points per level.
    – May not wear armor heavier than leather.

    Moonlight Knight:
    MOONLIGHT KNIGHT: A forlorn warrior, branded by the Moonscar, having dreamed a dream of endless moonlight. Partakes in pilgrimage to moonlit altars, seeking a revelation from things unseen.

    Advantages:
    – Moonscar: +1 bonus to all Saving Throws. The bonus becomes +2 at level 8 and +3 at level 16.
    – 3rd level: Gains the Torrent ability (passive).

    TORRENT: On a successful attack (melee or ranged), the character has a 10% chance to be hasted for 10 seconds, gaining an extra attack per round and doubled movement rate. At 8th level, attacks deal an extra 2 points of magic damage. At 16th level, Attacks Per Round is doubled. For the duration, the effects of Moonscar are also reversed.

    – 7th level: May use the Moonlight Vortex ability once per day. Gains additional uses every 4 levels thereafter.

    MOONLIGHT VORTEX: Unleashes a beam of torrential moonlight, which extends as far as the target point, inflicting 8d6 magic damage to enemies. Undead and outerplanar creatures take double damage from this spell. In addition, residual moonlight, left behind from the casting, grants the character a +20% bonus to Magic Resistance for 4 rounds.

    – No alignment restrictions.
    – Will not fall due to reputation loss.

    Disadvantages:
    – Moonscar: -1 penalty to AC vs. slashing, piercing, and missile. The penalty becomes -2 at level 8 and -3 at level 16.
    – Only has half the normal skill in Hide In Shadows and Move Silently.

    The rest is updated in the top posts.

    --

    Nurse - N-Alchemy info:

    The N-Alchemy system just means that ability uses are tied together. So using 1 ability in the set will expend 1 use of all abilities. There aren't actually "alchemy points" (that's just a fancy name). The general idea is similar to subtledoctor's ki/ability points system, though this works different internally.

    Also, this works seamlessly with the overlay mode of Bubb's Spell Menu. All numbers will always be updated correctly. The main N-Alchemy ability is in the "level 1" row with most other innates. The set of "nurse tool" abilities will be in the "level 3" row, which should normally have no other abilities.

    --

    Talents of Faerun - additional notes (beta 12):
    • If you notice bugs on a smaller install of ToF, try a bigger one. I noticed some bugs seem to only happen on smaller installs of ToF.
    • Note that while this mod has custom sphere support for ToF, FnP, and DoF sphere systems, this doesn't mean that those mods are compatible with each other (partially or at all).
    • Be careful with component: Require specialist mages to memorize one spell from their specialist school. On my test install of BG2EE, this prevented the Blood Minister (cleric) kit from using the final spell slot. Skipping this component fixes the issue.
    • ToF sometimes has some weird menu bugs. If you notice anything, should report on the ToF forum (it's unlikely to be specific to this mod). Sometimes, backing out of a screen, then going back in fixes it.
    • ToF automatically assigns feat/HLA options, based on class. I've taken a look at them, and everything in general looks fine. There's the occasional option that doesn't fit a kit, but just don't take those. Multiclass variants will have all options available for each of their classes. (NOTE: I didn't test with XP cap removed, so I don't know if Beast Hunter FMC has level 9 spell options).

    NOTE: Install order is ultimately up to the player. That said, the recommended order is to install the spell components from ToF/SCS before Workshop Kitpack, and install everything else after. This is the order I used for testing with ToF.


    Spheres notes:
    • Paladin, ranger, and multiclass kits worked flawlessly in all my test installs. There were some quirks to the install process (Beast Hunter FM/FMC had no spheres by default, etc.), but everything's figured out now.
    • The Blood Minister (cleric) kit, depending on install options, may or may not encounter bugged spheres. During character creation, the kit always has the correct spell choices, based on the sphere list. After starting the game, one of three things happens: (1) kit has all the correct spheres, (2) kit has default cleric spheres, (3) kit has correct spheres + any Druid spheres not in its sphere list. I don't know which component interactions caused issues.
    • The bug with resetting to default spheres only happened on a smaller install of ToF, but when I tried to recreate it in a separate install, it gave the correct spheres instead.
    • Sphere lists will appear in the kit description. Nature sphere only appears if it has spells in it. For Blood Minister, the list will always show the correct spheres, even if the in-game spheres are incorrect.

    Sphere lists have been added to the sphere system post.
  • Dan_PDan_P Member Posts: 131
    This is a cumulative update for the v5.x up to v5.7.

    Summary:
    • major revision to the Medic monk kit
    • changes for Blood Minister and a few others
    • many smaller tweaks and technical updates
    • various compatibility fixes

    --

    Full update notes:
    Fixes/Readme:
    • Powder Keg: All status effect strings will now be blocked by immunity to the status (some were but some weren't).
    • Nurse: Fixed minor issue with Overdose ability in IWDEE (was giving a movement bonus).
    • Added extra info to the Compatibility section for various things (ToF notes, Bard revisions, etc.).
    • Added extra info on some mod effects/abilities to the "Additional Info (Kit Abilities)" section.

    Changes:
    • Medic: redesigned kit (see description). It's now based around a Ki Energy system. Ki Energy increases with level and regenerates +1 per 5 rounds. See below for additional notes.
    • Warhound: Shockwave's knockback effect will now only affect enemies. The damage still hits anyone. If you prefer knocking away allies, the change can be reversed in the Config.ini file.
    • Blood Minister: Adjusted effects of Healing Blood, Madman's Blood, and Lead Elixir.
    • Full Metal Jaguar: Critical Boost now gained at level 7. Backstab immunity gained at level 3.
    • Cosmic Watcher Badge: Adjusted equipped effects. Added visual feedback when target fails save.
    • Armor restrictions: Loosened restrictions for dragonscale armors. Kits with restrictions can now wear a full step up for dragon type armors (ex. if restricted to chain or splint, can wear plate-style dragon scales). Class restrictions will still apply. For BG2EE and IWDEE, this will catch mod items installed before this mod if they have "Scale Armor" (39544 in dialog.tlk) as the unidentified name.

    Smaller Tweaks:
    • Starjammer: can now stop Riftgate summon from following party by itself (B key). This is also mentioned in the dialogue box when summoned.
    • Powder Keg: Song switching now usable while paused and ignores delay between spell casts. Visual adjustments. Song icons now have different colors (config option to use old blue icons).
    • Confessor: no longer gains paladin Cure Disease if detected before install. This will catch mods that add Cure Disease to BGEE/BG2EE, as long as installed the proper way (with spell.ids entry).
    • Grave Warden: Denial no longer dispellable. Still affected by wild/dead magic. Fear and gaze immunity now cover a few additional spells (ex. umber hulk gaze, IWD harpy wail).
    • War Magician: kit abilities no longer dispellable. Still affected by wild/dead magic.
    • Shaman Bone Blade: Elf/half-elf can now resist both charm and berserk from this item. Charmed creature will not become hostile if attacked or hit with an aoe. Also, the charm no longer makes neutral NPCs hostile after wearing off (changed to match berserk, which doesn't make hostile).
    • Bleed effects: now blocked by stoneskins and IWD Shield of Lathander (including similar mod spells). Damage from bleeding no longer wakes sleeping creatures.

    Technical Updates:
    • removed portrait icons for permanent status immunities (can be reversed from config.ini pre-install)
    • Drifter: Items with on-hit entangle/grease effects are now patched directly (this will catch mod items installed before this mod).
    • Moonlight Knight: higher versions of Torrent now have different colored portrait icons.
    • ToB: changed starting bags for some kits if "misc items" component is installed. Also, kits from this mod won't start with armor they can't wear (assuming they meet the STR requirement).
    • More floating text. Changed some annoying sounds. Status effects more colorful (fade/pulse colors).
    • More colored strings. Strings are now colored with a custom function instead of directly in the TRA file.
    • more work done on various functions or prep files (cumulative work over all the v5.x).

    Mod compat fixes/notes:
    • Rogue Rebalancing: fixed installer warnings when installed after rr HLA songs. Caused by a recent change that I forgot to apply to rr patching.
    • Shohy's bard song mod: Fixed various issues when installed after Shohy's mod. Powder Keg can take the HLA song and gains an ability to switch to it (note: does not gain "chorus" abilities).
    • Bardic Wonders: Fixed install issue with the Blade revision. Caused the Nurse kit's Overdose ability to not install correctly (it's made by cloning and editing Offensive Spin).
    • Improved Archer (argent77): archer kits (anything with +hit with ranged only) can now take Sure Shot or Missile Trap as HLAs. This mod must be installed after Improved Archer.
    • Artisan's Kitpack: fixed Moonlight Knight issue when installed after ranger revision (was gaining Set Snares, but couldn't use it due to having 0 Set Traps). Now gains the proper skill points from the revision.
    • IWDification: fixed minor issue with Powder Keg installed after IWDification (was gaining 2 HLA song abilities).
    • Talents of Faerun: Fixed possible installer warning if installed after class revisions section. Not recommending to install after, I just did it as an experiment. Most kits will probably work fine installed before or after (will account for class revisions either way). However, the divine casting kits need to be before the cleric revisions for custom spheres to work.
    • Bubb's Spell Menu: added installer options in config.ini. Can adjust the row/level that Medic and Nurse abilities appear in. By default, both will appear in row 3.

    Medic - additional notes:
    Ki Energy:
    • Current Ki Energy is displayed where it normally shows the number of uses for an ability. The number updates automatically each time Ki Energy changes.
    • Max Ki Energy increases every 2 levels (starting at level 1) and regenerates +1 every 5 rounds up to current max.
    • Ki Energy is reset to max amount after rest (technically every 8 hours, but timer is reset each time using an ability).
    • If Ki Energy is too low to use an ability, nothing bad will happen if you click on it. The ability just won't be used and no Ki Energy is spent. A feedback message, "Not enough Ki Energy!", will also display.
    • At 0 Ki Energy, no abilities will appear. They will reappear automatically at 1 Ki Energy or higher.
    • The kit also gains a "Medic Config" ability. This is used to turn on/off Ki Regen feedback (default ON). One of the options is also to remove the ability permanently.

    Other info:
    • Ki Energy uses a custom method internally. It's been tested only with v2.6.6 of the EEs.
    • Decided to do a ki/mana system after testing out subtledoctor's semi_innate function and Gamemacik's mods (Sub-Zero NPC and Tome of Nature from Barbarian NPC). My version's not really similar to these, but I wouldn't have made my own points system without using these first.
    • For tracking Ki Energy, this kit uses stat 55 (TURNUNDEADLEVEL). Stat is blocked from being modified by other sources.

    Bubb's spell menu note:
    • In Overlay mode, if Ki Energy number messes up, clicking the gear button in the top right corner, or clicking another character, should fix it. The actual Ki Energy amount is always correct, but the number shown in the overlay doesn't always get updated correctly. I don't know why it does this because it doesn't always happen.
    • No issues noticed in Modal mode or if disabling special abilities from the menu.

    --

    Medic (monk) - revised kit description
    MEDIC: This Monk is a skilled medical practitioner, as well as warrior, and has undergone special training, applying powerful herbal remedies to aid in combat.

    Advantages:
    – Gains Ki Energy, which is used to activate kit abilities. Gains +1 to maximum Ki Energy every 2 levels (starting at 1st level).
    – Ki Regen: The character passively regains +1 Ki Energy every 5 rounds.
    – May use the Black Remedy ability. Requires 1 Ki Energy.

    BLACK REMEDY: All attacks in the next 10 seconds spread a healing remedy. Restores 2d6 Hit Points to allies in a 7-ft. radius.

    – 5th level: May use the White Remedy ability. Requires 2 Ki Energy.

    WHITE REMEDY: All attacks in the next 10 seconds spread a soothing remedy. All enemies in a 7-ft. radius are slowed for 1 round, and must make a save vs. Death or fall asleep for 5 rounds or until attacked.

    – 7th level: May use the Medic Arts ability. Requires 3 Ki Energy.

    MEDIC ARTS: Use this ability to select from a list of Medic Arts. The list of abilities includes Lay On Hands, Cure Afflictions, Recall Spirit, Spiritual Clarity, and Poison Weapon. Curative spells are applied instantly to the touched creature.

    – 9th level: May use the Healing Rain ability. Requires 4 Ki Energy.

    HEALING RAIN: Crystal healing shards rain down in a 12-ft. radius for 2 rounds, washing away fatigue and healing all allied and neutral creatures in the area 10 + 15% of maximum Hit Points each round.

    – 13th level: May use the Dragonrot ability. Requires 5 Ki Energy.

    DRAGONROT: An illusory dragon spews forth decaying breath. All enemies in a 15-ft. radius are afflicted with Dragonrot, which deals 8 + 5% of max HP damage per round for 5 rounds (no save). Victims also suffer a -4 penalty to Saving Throws for the duration. The effects are not cumulative.

    Disadvantages:
    – Only gains 8 thieving skill points per level.
    – May not use the Stunning Blow ability.
    – May not use the Quivering Palm ability.

    Blood Minister (cleric) - tweaked blood effects
    BLOOD MINISTER: The heretical Healing Church was once the home of blood ministration, a medical remedy said to have the ability to cure any disease, whether natural or god-stricken. More recently, priests of the Healing Church have begun appearing again along the Sword Coast.

    Advantages:
    – Immune to level drain, poisons, and diseases.
    – May use the Blood Transfusion ability. Gains one use at level 2 and an additional use every 2 levels, up to a maximum of 10 uses at level 20. When this ability is used, it opens a submenu with a list of transfusions. New transfusions become available at higher levels:
     2nd level: Healing Blood.
     6th level: Beast Blood.
     10th level: Madman's Blood.
     14th level: Lead Elixir.

    HEALING BLOOD: Blood drawn from a nun of the Healing Church. Restores 15% of maximum Hit Points and grants the miracle of regeneration, healing an additional 2 Hit Points per round for 3 turns. While in effect, the recipient incurs a -1 penalty to attack rolls. This blood will also cure any poisons or diseases.

    BEAST BLOOD: Administer medicinal blood that grants temporary Beasthood for 3 turns. The recipient gains a +1 bonus to damage, and each successful melee attack gives an additional +1 bonus to damage for 2 rounds. While in effect, the recipient incurs a -3 penalty to Armor Class. This blood will also prevent any poisons or diseases.

    MADMAN'S BLOOD: Administer medicinal blood that grants insight into the Cosmos. The recipient gains +4 to all mental Attributes, +5% Magic Resistance, and a +1 bonus to casting speed, but incurs a -1 penalty to all Saving Throws. The effects last for 3 turns. This blood will also cure level drain.

    LEAD ELIXIR: A mysterious concoction that shifts weight to boost defense and resilience. The recipient gains a +4 bonus to Armor Class and Saving Throws, and 20% base resistance to all damage types, but incurs a -1 penalty to luck rolls. The effects last for 3 turns. This blood will also prevent level drain.

    Disadvantages:
    – May not wear gauntlets or bracers.
  • Dan_PDan_P Member Posts: 131
    edited October 8
    v5.8 update

    Updated french translation + a few minor changes.

    Github: https://github.com/D2-mods/The-Workshop-Kitpack
    Download: https://github.com/D2-mods/The-Workshop-Kitpack/releases

    --
    • Updated French translation from JohnBob.
    • Fixed issue where poison cures were also removing the assassin Poison Weapon buff.
    • Medic: Dragonrot damage should no longer cause frozen death (or at least super low chance). Damage is now split between cold and acid, instead of all cold. (note: this ignores damage resistance, cold is used because I like the visual/sound)
    • Blood Minister: Lead Elixir now increments resists, instead of setting them.
    • Powder Keg: Fire resist now starts at 10% and scales with level up to 50%.
    • Compat update (Talents of Faerun): For IWDEE, all healing spells from this mod can now heal any of the new PC races added by ToF. Restrictions for other races may still apply (depends on spell). These restrictions should normally only apply to summons.
    • Changes to BAM images for item descriptions. Should look better with UI overhaul mods (ex. Infinity UI++).
    Post edited by Dan_P on
  • Dan_PDan_P Member Posts: 131
    v5.9 update

    This is a smaller update. Mainly wanted to get out the display fix for Bubb's menu (for Medic kit).

    Github: https://github.com/D2-mods/The-Workshop-Kitpack
    Download: https://github.com/D2-mods/The-Workshop-Kitpack/releases

    --

    Fixes:
    • Bubb's Spell Menu note: Fixed display issues in Overlay mode with Ki Energy (Medic kit). It should now always display the correct amount of Ki Energy after using an ability. (This was just a display issue. The actual Ki Energy amount was always correct.)
    • Multiclass kits should no longer randomly regain all daily uses of abilities. This only happened rarely. It was a side effect of a workaround for a possible export/import issue (still implemented, but improved effects structure).
    • Fixed patching issue when installed after EE Fixpack (only affected Medic's Spiritual Clarity).

    Changes:
    • Starjammer: Now briefly invisible when using Riftstep (cancels spells against, unless caster sees through invisibility).
    • Powder Keg songs will now break invisibility. If Improved Invisible, will still keep the other effects. Previously you could just stand around invisible until enemies were dead, unless they could see through invisibility.
    • Moonlight Knight: Moonlight Vortex has a bigger beam visual and hits in a wider area (kind of). The actual beam itself is still a narrow line, but it does some stuff to approximate a wider area.
    • Warhound explosions and Powder Keg's fiery explosions now dispel effects of webs, grease, and entangle on allies in the area (even if they don't take damage). Also protected for 5 seconds (enough time to leave the area). A couple kit abilities may do something similar.
    • Other minor changes (sound effects, BAM images, text colors, etc.).
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