Status, previews and progress reports for my modding projects
Hi.
At any given time I have a number of modding projects for the IE games that I've started, but haven't finished laying around my drives.
I know nobody's asked, but whenever I work on one of them and get something done, I kinda wanna talk about it, but since they're nowhere near release there's no outlet for it.
So I figured I'd make thread here to talk about the things I've done lately. It's mostly for myself, but if anyone has any thoughts on anything posted here, they're more than welcome to share them.
Disclaimer: Nothing posted here is guaranteed to receive (further) release
Current projects:
1.Repeatable quest pack.
2.Combat rules overhaul.
3.Tweak Pack
4.Pack of new kits, existing kit and class revisions/reworks.
At any given time I have a number of modding projects for the IE games that I've started, but haven't finished laying around my drives.
I know nobody's asked, but whenever I work on one of them and get something done, I kinda wanna talk about it, but since they're nowhere near release there's no outlet for it.
So I figured I'd make thread here to talk about the things I've done lately. It's mostly for myself, but if anyone has any thoughts on anything posted here, they're more than welcome to share them.
Disclaimer: Nothing posted here is guaranteed to receive (further) release
Current projects:
1.Repeatable quest pack.
Release Status: Alpha 1.0.1
Progress Status: On hold
Last update: 07.09.2026
Progress Status: On hold
Last update: 07.09.2026
2.Combat rules overhaul.
Release Status: Unreleased
Progress Status: On hold
Last Update: 11.09.2026
Progress Status: On hold
Last Update: 11.09.2026
3.Tweak Pack
Release Status: Release 1.2
Progress Status: On hold
Last Update: 09.06.2026
Progress Status: On hold
Last Update: 09.06.2026
4.Pack of new kits, existing kit and class revisions/reworks.
Release Status: Unreleased
Progress Status: In progress
Last Update: 18.09.2026
Progress Status: In progress
Last Update: 18.09.2026
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Comments
I have an old, deprecated Wizard Slayer overhaul and I wanted to rework it for inclusion in my kit pack and I think it's just about done.
When thinking about what I wanted to do with the wizard slayer, I envisioned a warrior covered in holy/unholy/arcane/whatever symbols tattooed/branded/carved onto them that glow and use their life force to fuel their abilities, so that's what I themed it around.
Kit description:
Advantages:
– +1% Magic Resistance per level to a maximum of 40% at level 40.
– May use the Craft Bombs ability at will, allowing the wizard slayer to craft several bombs for use in hunting down spellcasters.
– May use the Steel Resolve ability once per day at level 1. Gains additional uses at levels 6, 11 and 16.
STEEL RESOLVE: At the cost of damage equal to 10% of <PRO_HISHER> max HP (knocking <PRO_HIMHER> unconscious if it would put <PRO_HIMHER> below 1 HP), the wizard slayer gains +1 bonus to saves against spells from the school of Enchantment for 1 turn. The bonus improves by 1 at levels 10, 20, 30 and 40 to a maximum +5.
– May use the Focused Resistance ability once per day at level 3. Gains additional uses at levels 8, 13 and 18.
FOCUSED RESISTANCE: At the cost of damage equal to 25% of <PRO_HISHER> max HP (knocking <PRO_HIMHER> unconscious if it would put <PRO_HIMHER> below 1 HP), the wizard slayer gains 10% magic resistance and +1 bonus to Save vs. Spell for 1 turn. The bonuses improve by 10% and 1 respectively at levels 10, 20, 30 and 40 to a maximum of +50% and +5.
– May use the Nulify Magic ability once per day at level 5. Gains additional uses at levels 10, 15 and 20.
NULIFY MAGIC: The wizard slayer exerts <PRO_HIMHER>self to the extreme, suffering damage equal to 50% of <PRO_HISHER> max HP (knocking <PRO_HIMHER> unconscious if it would put <PRO_HIMHER> below 1 HP) to create a zone of dead magic around <PRO_HIMHER>self, which persists for 1 turn. Anyone attempting to cast a spell in the area will experience 100% spell failure, however the effect will wear off within 1 round of leaving the area.
– May learn the Brutal Feedback high level class ability instead of Resist Magic. This modifies Steel Resolve and Focused resistance to reflect (enchantment only in the case of Steel Resolve) spells targeted directly at the wizard slayer, in addition to their previous effects.
Disadvantages:
– -1 to Strength, Dexterity and Constitution.
– May only specialize (2 points) in any weapon.
– Hit Die: d8
More info on the bombs:
Glitter Bomb
This bomb, once activated by interacting with a wizard slayer's blood (inflicting damage equal to 1+ 5% of their max HP), can be thrown at the ground.
Upon contact, it will explode and create a cloud of glittering golden particles within the area of effect.
All enemies in the area must roll a successful Saving Throw vs. Spell or be blinded (-4 penalty to attack rolls and Armor Class) for 4 rounds.
In addition, all enemies who fail their Saving Throw are covered by the dust, which cannot be removed and continues to sparkle until it fades, thus revealing invisible creatures.
The dust fades in 4 rounds~
Breaching Bomb
This bomb, once activated by interacting with a wizard slayer's blood (inflicting damage equal to 1+ 5% of their max HP), can be thrown at a target.
Upon contact, it will explode and disrupt magical protections affecting the target as the spell Breach.
I've been playtesting it for a bit in BG1. Got to level 6, tried to fight Khark and even with the headstart I got by him dumping his spellbook in my dead magic zone, he still beat me when he ran out of spells and started swinging his katana lol...
On which ability?
So instead I want to talk about where I left the combat overhaul. It's (currently) built on 3 pillars - changes to proficiencies, changes to weapons and changes to armor. Also I got an idea for how to do an engagement mechanic today and that will probably go into this too at some point. Anyway, back to what's already done for it:
Proficiency:
-Splits up scimitar/wakizashi/ninjato as their appearance indicates:
-scimitar gets sole use of the proficiency
-wakizashi is moved to short sword
-ninjato is moved to long sword
-Enables 5 pips in all proficiencies for all classes
-Standardizes thac0 penalty for using weapons without proficiency to 4 for all classes
-Enables all classes to gain APR from proficiency
-Removes APR gain on levels 7 and 10
-Standardizes gains for every proficiency point - first point enables use with no penalty, each further point gives bonus 1 to thac0/dmg/speed factor and 0.5 APR to a max of +4 and 2 apr.
-Enables 5 proficiency points in all weapon styles
-Changes weapon style bonuses as follows:
-2H: +1dmg per point
-S&B: +1 AC to shield per point
-SWF: +1 critical threat per point
-TWF: 0 points = -5/-10 thac0 with main/offhand. Each point reduces penalty by 1/2.
-Revises proficiency gain per class as follows (points at lvl 1/point ever x level):
fighter: 6/3
paladin/ranger/figher 2multi/ranger multi: 4/4
cleric/thief/bard/druid/shaman/fighter 3multi/cleric multi/thief multi: 2/5
mage/sorc/monk: 1/6
Weapons:
-Changes speed weapons to provide 1/day haste instead of APR.
-Each weapon type gets different base APR ranging from fastest 3 APR (e.g. dagger) to slowest 0.5 APR (e.g. heavy crossbow)
-Converts all missile damage to piercing/slashing/crushing depending on source.
-Changes many weapon types to use best of damage (e.g. swords get best of pierce/slash, morningstars get best of pierce/crush)
-Changes melee weapons to gain only dmg from STR, not thac0
-Spears are made one-handed. Attack animations courtesy of Project Javelin.
-Darts and longbows get bonus strength damage.
-All melee weapons' range (except Halberds) is set to 1.
-All weapons types get special abilities as follows:
-Daggers/Clubs: +1 to backstab modifier.
-Spears/Staffs/Halberds: Bonus to AC equal to 1+ weapon enchantment level.
-Katanas: Bonus to critical chance equal to ((1 + weapon enchantment level) * 5)%.
-Long Swords/Ninja-to/Bastard Swords/Axes: 10% chance on hit to inflict additional weapon die of damage if the enemy fails a save vs death with a penalty equal to the weapon's enchantment level.
-Short Sword/Wakizashi/Scimitar: 10% chance on hit to inflict a bleed that deals 1+weapon enchantment level damage per second for 1 round on a failed save vs death with a penalty equal to the weapon's enchantment level. Stacks.
-Mace/Morningstar: 10% chance on hit to inflict 1% penalty to physical damage resistances for 20 turns on a failed save vs death with a penalty equal to the weapon's enchantment level. Stacks.
-Hammers: 10% chance on hit to inflict knockdown for 1 round on a failed save vs death with a penalty equal to weapon enchantment level.
-Flails: 10% chance on hit to cause enemy to drop weapon on a failed save vs breath with a penalty equal to weapon enchantment level.
-Greatswords: Successful hits inflict 1d4 cleaving damage to other enemies near the target.
Armors:
-AC is converted to % bonus to max HP and Physical resistances. The rates are 10% max HP and 2% base resistance per AC point below 10. Additionally armors weak to specific damage type get a 1% rate to it instead and likewise. armors strong vs a dmg type get 3% against it. I've taken cues from vanilla AC bonuses, but it's not 1 to 1.
-Putting on armor incurs fatigue on par with haste. This is to balance the fact that bonuses to max hp can be used to heal.
-Magical armors don't block AC items.
-Thieving and spellcasting is enabled with all armors. Sneaking is unchanged.
-Armors carry penalties to APR, Casting Speed, Dexterity and Pickpocketing as follows:
-Full Plate (0.5 APR, 6 DEX/CS, 60 PP)
-Plate (0.5 APR, 5 DEX/CS, 50 PP)
-Splint/Scale (4 DEX/CS, 40 PP)
-Chain (3 DEX/CS, 30 PP)
-Hide (2 DEX/CS, 20 PP)
-Studded Leather (1 DEX/CS, 10 PP)
-Leather/Robe (N/A)
-Armor strength requirements adjusted as follows:
-Full Plate: 18
-Plate: 16
-Splint/Scale: 14
-Chain: 12
-Hide: 10
-Studded Leather: 8
-Leather: 6
-Robe: N/A
-Elven and mithril armors behave as if 2 tiers lower.
-Helmets no longer protect against crits. Instead they all gain +1 to AC and saves, in addition to any other bonus they might have.
-Made helmets usable by everyone.
-Shields get +2 ac across the board on top of what they already had. So an unenchanted shield now improves AC by 3.
-Made shields usable by everyone.
Btw I am taking feedback on it if you or anyone else that might've tried it has any