How is it? Really curious.
↧
Has anyone tried Sandrah saga?
↧
Hello
Nice to see the old NWN is still popular. I am considering purchasing your EE but I have one single question before I do so: did you fix the problem with the game running on multi-core CPUs? That's the only reason I don't play anymore so, if you haven't then...
well...
well...
↧
↧
No ability to transform into Slayer
Title says it all. I started a game on 2.5 and I never received the ability to transform. I am running no mods and not using any third party programs. I'm playing as an Inquisitor. I'm well into chapter 5 so the option should be there.
↧
Did you know?
So this is just a thread for interesting things that people have picked up over the years. While most of the information has been freely available for some time, the game is big enough that you might find something you missed. If not, it's still fun to see just how much detail the developers put in.
Did you know that if you are playing an elf named Drizzt, and your reputation is under 12, Drizzt will attack you? Did you also know that if you kill the three mages guarding the skyship devices in Baldur's Gate, then Shandalar skips the 'asking' part of sending you to the Ice Island? Not surprising, given that they were his daughters. Guy is probably a bit angry at you.
Did you know that if you are playing an elf named Drizzt, and your reputation is under 12, Drizzt will attack you? Did you also know that if you kill the three mages guarding the skyship devices in Baldur's Gate, then Shandalar skips the 'asking' part of sending you to the Ice Island? Not surprising, given that they were his daughters. Guy is probably a bit angry at you.
↧
How to remove Jaheira
OK, got to the point where Jaheira breaks with the Harpers. We finished off the campaign against the slavers, Then I tried to reform the party ... wanted to use an evil crew for a bit ... and had no problem with everybody else; told them just to wait at the CC. However, when I removed Jaheira, she got all upset and walked off, apparently for good, saying that she doubted we would meet again.
Was she just being overly dramatic, and is actually waiting somewhere, or is there simply a period of time where I can't remove her at all? Note: we were at a decent Rep (14) at the time.
Was she just being overly dramatic, and is actually waiting somewhere, or is there simply a period of time where I can't remove her at all? Note: we were at a decent Rep (14) at the time.
↧
↧
Upside down TGA Textures
I dont know where to put it.
I often have this problem when making CC. (Legacy from original NWN)
Would it be possible to fix it?
I often have this problem when making CC. (Legacy from original NWN)
Would it be possible to fix it?
↧
Rogue Rebalancing won't download
An anybody know how long this has been going on? I need to use it now and can wait, if necessary, a few days/weeks (but I really want to get started actually playing again).
This file has been reported as broken because: Download fails. Attempt to re-download returns with "Unable to load the webpage because the server sent no data. Error code: ERR_EMPTY_RESPONSE"
Happened to me two consecutive times now. Can't attempt to re-download till tomorrow again.
I have no problem with downloading other files from this website.
This file has been reported as broken because: Download fails. Attempt to re-download returns with "Unable to load the webpage because the server sent no data. Error code: ERR_EMPTY_RESPONSE"
Happened to me two consecutive times now. Can't attempt to re-download till tomorrow again.
I have no problem with downloading other files from this website.
↧
Should I keep my Stalker in plain studded leather
Side note, I modded my char to be a multi stalker/cleric.
I've been reading about stalkers and everybody recommends Sendai's +2 studded leather for Stalkers in BG1. However, I'm considering sticking with just ordinary studded leather. My rationale is that I can use a ring of protection with it. With the +1, I'm sacrificing 1 AC for +1 saves (fair trade, it seems). With the +2 ring, the AC is the same and now I have +2 to saves on top of that. Granted, the +2 armor frees up a ring slot. However, in BG1, there's not much worth having except for the ring of Holiness (which I always have on) and the Ring of Fire Resistance/Ring of Free Action. Both of these are contextual and I can switch to them when needed.
Is there anything I'm not considering here?
I've been reading about stalkers and everybody recommends Sendai's +2 studded leather for Stalkers in BG1. However, I'm considering sticking with just ordinary studded leather. My rationale is that I can use a ring of protection with it. With the +1, I'm sacrificing 1 AC for +1 saves (fair trade, it seems). With the +2 ring, the AC is the same and now I have +2 to saves on top of that. Granted, the +2 armor frees up a ring slot. However, in BG1, there's not much worth having except for the ring of Holiness (which I always have on) and the Ring of Fire Resistance/Ring of Free Action. Both of these are contextual and I can switch to them when needed.
Is there anything I'm not considering here?
↧
Baldurs Gate Meme Thread II: Enhanced Edition (Careful, everyone, SPOILERS!)
Going to star this'n out with a few favey-rights from the last thread...
![image]()
![image]()
![image]()
![image]()
![image]()
= = = = = = = = =
Kitties aside, it's time for rules. Let me see, here...
Keep It Clean-ish: Let's keep this thread PG-13.
-I'm not saying "Let's make jokes that are appropriate for Leave It To Beaver!", just avoid the profanity and sexual content.
Don't Spoil The Fun!: As far as spoilers go, well, it'd be mighty fine if you could put spoiler tags ( [ spoiler ] [ /spoiler ] , without the spaces) around such things, so people new to this game in need of a quick giggle don't get spoiled like I did on Wikipedia in 2006.
Now I regard spoilers twice as much.
Play Nice: Like Alora says, "Careful, everyone, play nice!". This is a "space" for us to have fun. Let's play nice, and not bait or antagonize (troll) others.
Something Is Wrong, Here...: SCARY_WIZARD thinks you should contact some moderators if a rule appears to have been broken. We have, to my knowledge, @Dee (formerly Aosaw, if you've been absent for a while; the sentientest wombat I ever read things from!), @mInevese, @Nathan, @Coriander, @LadyRhian, @Cuv, @CamDawg (THEY MAKE COOL THINGS), @Jalily, @Metalloman, or any of the other Staff members (whose text happens to be on a blue or grey background).
PLEASE, let us not discuss what caused the other thread to be locked, lest this one get locked, as well, and future meme threads be prohibited!
Here's the officialest rules we can get, from @Dee: http://forum.baldursgate.com/discussion/10852/site-rules-mind-the-gap
= = = = = = = = =
Here's the last thread, in all its high-larious glory: http://forum.baldursgate.com/discussion/3079/baldur-s-gate-meme-thread-spoilers-all-over-the-place/ . A hoot and a half, especially when there was a whole page of CATS! I love cats.
= = = = = = = = =
Here's how to post an image, if you're like me and know HTML and vB Code/UBB Code, but are derpy.
Copy this:
, and paste it, replacing "LINKGOESHERE" with the URL of the image you want to post. Attaching is cool, too, but you might be like me and want to just link.
Here's some stuff on formatting your posts: forum.baldursgate.com/discussion/161/how-to-format-your-posts/p1
I don't do that, but I'm not exactly the best example, am I.
= = = = = = = = =
EDIT: Rules ironed out, as suggested by @Metalloman.





= = = = = = = = =
Kitties aside, it's time for rules. Let me see, here...
Keep It Clean-ish: Let's keep this thread PG-13.
-I'm not saying "Let's make jokes that are appropriate for Leave It To Beaver!", just avoid the profanity and sexual content.
Don't Spoil The Fun!: As far as spoilers go, well, it'd be mighty fine if you could put spoiler tags ( [ spoiler ] [ /spoiler ] , without the spaces) around such things, so people new to this game in need of a quick giggle don't get spoiled like I did on Wikipedia in 2006.

Play Nice: Like Alora says, "Careful, everyone, play nice!". This is a "space" for us to have fun. Let's play nice, and not bait or antagonize (troll) others.
Something Is Wrong, Here...: SCARY_WIZARD thinks you should contact some moderators if a rule appears to have been broken. We have, to my knowledge, @Dee (formerly Aosaw, if you've been absent for a while; the sentientest wombat I ever read things from!), @mInevese, @Nathan, @Coriander, @LadyRhian, @Cuv, @CamDawg (THEY MAKE COOL THINGS), @Jalily, @Metalloman, or any of the other Staff members (whose text happens to be on a blue or grey background).
PLEASE, let us not discuss what caused the other thread to be locked, lest this one get locked, as well, and future meme threads be prohibited!
Here's the officialest rules we can get, from @Dee: http://forum.baldursgate.com/discussion/10852/site-rules-mind-the-gap
= = = = = = = = =
Here's the last thread, in all its high-larious glory: http://forum.baldursgate.com/discussion/3079/baldur-s-gate-meme-thread-spoilers-all-over-the-place/ . A hoot and a half, especially when there was a whole page of CATS! I love cats.
= = = = = = = = =
Here's how to post an image, if you're like me and know HTML and vB Code/UBB Code, but are derpy.
Copy this:
Here's some stuff on formatting your posts: forum.baldursgate.com/discussion/161/how-to-format-your-posts/p1
I don't do that, but I'm not exactly the best example, am I.
= = = = = = = = =
EDIT: Rules ironed out, as suggested by @Metalloman.
↧
↧
Phylactery of ice doesnt make me strong enough to kill the white dragon...
I thought this was a scripted fight? Im playing as a level 6 sorcerer, and I tried using the phylactery to fight the white dragon. It turned me into a frost giant, but my attack bonus is still only +10 which isnt anywhere near enough to hit the dragon consistently considering it has an AC of 27.
↧
The Beaurin Legacy NPC Mod for BGII:EE
Hello everyone! I would like to introduce:
The Beaurin Legacy Mod for BGII
This modification is currently in English and is only available for SoA at the moment. The mod introduces an elven Neutral Evil Enchanter/Thief - Minyae Beaurin and a hidden NPC (sorry, I can't spoil it!). The mod also includes a friendship track, PIDs, numerous banters and interjections, original portraits, items, a quest, voicing, and a NPC romance with a specific Bioware NPC - a certain Red Wizard. She can be found in front of the Crooked Crane in the City Gates district.
![]()
Portrait Artist - TamikaProud at DeviantArt
Her statistics are as follows:
Strength - 11
Dexterity - 19
Constitution - 12
Intelligence - 17
Wisdom - 12
Charisma - 16
As of now, the mod has only been tested for BGII:EE but should be able to work for the original Baldur's Gate.
Please use this thread for any questions, thoughts, or bugs regarding the mod. Any feedback is welcome and greatly appreciated!
You can download the modification here.
Thank you so much for your time and I hope you enjoy the mod.![:) :)]()
EDIT: I decided to put a face to the NPC.
The Beaurin Legacy has a forum of its own here at G3! However, I will continue to monitor the forums here, but I may not respond as quickly!
The Beaurin Legacy Mod for BGII
This modification is currently in English and is only available for SoA at the moment. The mod introduces an elven Neutral Evil Enchanter/Thief - Minyae Beaurin and a hidden NPC (sorry, I can't spoil it!). The mod also includes a friendship track, PIDs, numerous banters and interjections, original portraits, items, a quest, voicing, and a NPC romance with a specific Bioware NPC - a certain Red Wizard. She can be found in front of the Crooked Crane in the City Gates district.

Portrait Artist - TamikaProud at DeviantArt
Her statistics are as follows:
Strength - 11
Dexterity - 19
Constitution - 12
Intelligence - 17
Wisdom - 12
Charisma - 16
As of now, the mod has only been tested for BGII:EE but should be able to work for the original Baldur's Gate.
Please use this thread for any questions, thoughts, or bugs regarding the mod. Any feedback is welcome and greatly appreciated!
You can download the modification here.
Thank you so much for your time and I hope you enjoy the mod.

EDIT: I decided to put a face to the NPC.
The Beaurin Legacy has a forum of its own here at G3! However, I will continue to monitor the forums here, but I may not respond as quickly!
↧
[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers
Tome and Blood v0.70 is now available for download.
Tome and Blood is the largest arcane magic mod for the Infinity Engine games. The current version of Tome and Blood boasts reworks for all existing Mage and Sorcerer kits, five original and unique Sorcerer kits, and nine mechanics tweaks directed at arcane magic and associated systems.
The current release of Tome and Blood offers the following features. A more comprehensive readme is available online here (Chrome only) or as a pdf file attached to this post.
REVISED SPECIALISTS
This component revises the Specialist Mage features to emphasize the unique specialties of each school of magic, and establishes Necromancy as the only prohibited school of magic. Each type of specialist now automatically gains spells of their chosen school, as well as protection against the magic they typically wield.
REVISED DRAGON DISCIPLES
This component expands Dragon Disciples to include the various other types of dragons, rather than just fire dragons. There are four Dragon Disciple kits, each one dealing with a specific element tied to several different types of chromatic and metallic dragons.
MAGUS
This component introduces the Magus kit for Sorcerers, which blends martial prowess with arcane knowledge.
FAVOURED SOUL
This component introduces the Favoured Soul kit for Sorcerers; Favoured Souls trace their sorcerous powers to the gods, and thus gain access to spells usually beyond the reach of Sorcerers.
REVENANT DISCIPLE
This component introduces the Revenant Disciple kit for Sorcerers, which represents Sorcerers who can attribute their powers to some undead ancestor.
SYLVAN DISCIPLE
This component introduces the Sylvan Disciple kit for Sorcerers, which is for Sorcerers who develop their mystical powers due to some long-forgotten intermingling of mortal and fey.
AMORPHOUS DISCIPLE
This component introduces the Amorphous Disciple kit for Sorcerers, a kit for Sorcerers with the foul ichor of oozes running through their veins.
INNATE FIND FAMILIAR
This component makes Find Familiar an innate ability for all Mages and Sorcerers.
ARMORED CASTING FOR BARDS
This component enables Bards to cast arcane spells while wearing Leather and Studded Leather armors.
ARCANE CRAFTING
This component grants Mages and Sorcerers the ability to use their powers to craft magical items, such as wands, potions, and scrolls.
CANTRIPS
Cantrips are minor magical effects that Mages and Sorcerers can manifest at will. This component offers two options for cantrip systems: innate and first level. Innate cantrips are minor abilities that are usable once per six seconds. First level cantrips revises all first level spells and allows them to recharge upon use. Both components offer Mages and Sorcerers the ability to never run out of spells.
SPELL TWEAKS
This component revises various spells in order to balance the list of spells available from each school. Some spells have been moved to different levels or schools and some are more extensively affected.
METAMAGIC
This component changes certain metamagic-type spells into innate abilities and revises the various magical protection defenses and counters.
ABILITY SCORE BONUSES
This component provides bonuses to Mages, Sorcerers, and Bards with sufficiently high primary attributes. These bonuses include low level spell slots, and, for Sorcerers, caster level bonuses.
SPELL SELECTION DIALOG
This component fundamentally changes the way that Sorcerers learn new spells. Instead of selecting spells during character creation and at level-up, Sorcerers are now granted an innate ability (Spell Knowledge) that emulates the spell selection screen through a dialogue menu.
INSTALLATION
In order to install this, simply extract the attached TomeAndBlood.rar file to your data/00### folder and run SetUp-TomeAndBlood.exe. If you have an existing version of TomeAndBlood, it is strongly encouraged to completely uninstall the old version before installing this version.
KNOWN BUGS
A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it.
v0.7
None to my knowledge. Go out and find some!
CHANGE LOG
A list of all mod version changes is available here.
Version 0.7
- Total overhaul of all existing components.
- New Feature: Added the Ability Score Bonuses component.
- New Feature: Added the Level One Cantrips subcomponent.
- New Feature: Added the Innate Familiar component.
- New Feature: Added the Favoured Soul component.
Version 0.62
- Specialist Mages: Fixed a bug where specialist mages were unable to use scrolls.
- Arcane Crafting: Condensed all crafting abilities down to a single ability to reduce bloat.
- Compatibility: Added compatibility for More Style for Mages.
Version 0.61
- Spell Selection Dialog: Fixed an issue where this component was incompatible with certain mod installations. (This fix also fixes similar issues with the Oracle component.)
- Specialist Mages: Fixed an issued where the component wouldn't install if Spell Revision v4 was detected.
- Spell Tweaks: Added an installation requirement to prevent odd behavior.
Version 0.6
- General : Overhauled the descriptions and systems used in this mod, with particular aim on making the mod content more modular (to allow for greater customization) and subtle (by adopting the styles of the non-mod content in class descriptions).
- General : Extended compatibility to the non-Enhanced Editions where possible. Certain mod components now work with installations of BG2, BGT and TuTu, as well as the Enhanced Editions.
- Dragon Disciples: Changed from 10 kits to 4, reflecting the four different elements of Dragon Disciple ancestors.
- Spell Select through Dialog : Fixed the issue where the ability would loop at the highest known spell level.
- Specialist Mages : Replaced the Specialist Kits component with @subtledoctor 's Specialist Mages component from Scales of Balance.
- New Features: Incorporated the Metamagic, Spell Battles, Cantrips, and Spell Tweaks components from Scales of Balance into this mod.
- Red Wizard Edwin : Removed the Edwin components, due to an overhaul of the specialist mage system.
- Numerous small bugs and string fixes.
Version 0.5
- Core Revisions: Fixed an issue where Dragon Disciples were using a d4 hit die rather than a d6.
- Core Revisions: Fixed an issue with some strings erroneously showing the updated Sorcerer descriptions.
- Armored Casting: Fixed an issue where Mages, Sorcerers and Bards (and all subclasses and kits) could not wear helmets.
- Expanded Weapons: Fixed an issue where Mages were not able to equip arrows.
- Oracle: Added the Oracles of Murder and Oracle of Eyes kits.
Version 0.4
- Core Revisions: Conjurers now receive a d6 hit die.
- Core Revisions: All Mages and Sorcerers are now able to obtain a Familiar.
- Core Revisions: Now also removes Nahal’s Reckless Dweomer, Chaos Shield and Improved Chaos Shield from the spell selection menu.
- Updated Schools: Dispel Magic is moved from Abjuration to General.
- Arcane Crafting: Changes the number of charges on crafted wands.
- Magus: Removed the bonus attack per round from specialization and at 7th or 13th level.
- Mod: Fixed all compatibility issues with Pecca's More Style for Mages mod.
- General: Fixed an issue where kit bonus spells were sometimes not being granted.
- Core: Fixed text issues with the names of Brass Dragon Disciples.
- Bloodlines: Fixed an issue where Sorcerers and Mages would have the wrong innates if the Bloodline Kits component was installed.
- Oracle: Fixed an issue where Oracle bonus spells were sometimes not counted for spells known.
- Oracle: Fixed an issue where Oracles of Life would not receive Cure Light Wounds.
- Oracle: Fixed an issue where Oracles would still have the Declare Mystery ability, even after declaring one.
- Oracle: Fixed text issues with the names of Oracles of Winter.
- New Feature: Added the Specialist Mage Kits component.
- New Feature: Added the Dynaheir, Xan and Edwin components.
- New Feature: Added the Specialist Kits for NPCs component.
- New Feature: Added the Bloodline Kits for NPCs components.
- New Feature: Added Brew Potion and Recharge Wands to Arcane Crafting.
Version 0.31
- Armored Casting: Fixed an installation error where Armored Casting tried to update bloodlines that hadn't been installed yet.
- Oracle & Magus: Fixed the bug in which Oracle and Magi paperdolls were not properly displaying armor.
- Oracle & Magus: Fixed a bug where Oracles of Battle and Magi would not suffer a THAC0 penalty from wielding weapons they were not proficient in.
- Magus: Fixed a bug that prevented the Magus from choosing spells during level-ups or character creation and from using scrolls.
Version 0.3
- General: Updated class descriptions for all kits (existing and mod)
- Core: Replaced the Dragon Disciple's Breath Weapon with a +1 Armor Class.
- Core: Revised opposed schools and specialists.
- Core: Incorporated Divination spells into Generalist and removed Diviners
- Core: Allowed Dragon Disciples to choose a draconic ancestor.
- Bloodlines: Removed Bloodline Sorcerer kits from character creation and allowed a Sorcerer to now declare a bloodline.
- Bloodlines: Added the Amorphous Sorcerer [Ooze Bloodline].
- Added the Spell Select through Dialogue component
- Added the Updated Spell Schools component.
- Added the Armored Casting component.
- Added the Universal Weapon Usability component.
- Added the Oracle component.
- Added the Magus component.
- Added the Arcane Crafting component.
Version 0.2
- Renamed to Tome and Blood
- Significant balance revisions to Mages, Specialists, Sorcerers, Dragon Disciples and Bloodlines.
- Changed specialists to have 2 opposed schools.
- Allowed Gnomes to become Sorcerers and Dragon Disciples.
- Allowed Mages and Sorcerers to use Crossbows and Clubs.
Version 0.1
- First public release (as Sorcerous Bloodlines)
- Added 8 new bloodlines (Eldritch, Celestial, Fiendish, Stormborn, Rimeblooded, Groveborn, Sylvan and Revenant).
Ideas, criticism and comments always appreciated.
Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.
Tome and Blood is the largest arcane magic mod for the Infinity Engine games. The current version of Tome and Blood boasts reworks for all existing Mage and Sorcerer kits, five original and unique Sorcerer kits, and nine mechanics tweaks directed at arcane magic and associated systems.
The current release of Tome and Blood offers the following features. A more comprehensive readme is available online here (Chrome only) or as a pdf file attached to this post.
REVISED SPECIALISTS
This component revises the Specialist Mage features to emphasize the unique specialties of each school of magic, and establishes Necromancy as the only prohibited school of magic. Each type of specialist now automatically gains spells of their chosen school, as well as protection against the magic they typically wield.
REVISED DRAGON DISCIPLES
This component expands Dragon Disciples to include the various other types of dragons, rather than just fire dragons. There are four Dragon Disciple kits, each one dealing with a specific element tied to several different types of chromatic and metallic dragons.
MAGUS
This component introduces the Magus kit for Sorcerers, which blends martial prowess with arcane knowledge.
FAVOURED SOUL
This component introduces the Favoured Soul kit for Sorcerers; Favoured Souls trace their sorcerous powers to the gods, and thus gain access to spells usually beyond the reach of Sorcerers.
REVENANT DISCIPLE
This component introduces the Revenant Disciple kit for Sorcerers, which represents Sorcerers who can attribute their powers to some undead ancestor.
SYLVAN DISCIPLE
This component introduces the Sylvan Disciple kit for Sorcerers, which is for Sorcerers who develop their mystical powers due to some long-forgotten intermingling of mortal and fey.
AMORPHOUS DISCIPLE
This component introduces the Amorphous Disciple kit for Sorcerers, a kit for Sorcerers with the foul ichor of oozes running through their veins.
INNATE FIND FAMILIAR
This component makes Find Familiar an innate ability for all Mages and Sorcerers.
ARMORED CASTING FOR BARDS
This component enables Bards to cast arcane spells while wearing Leather and Studded Leather armors.
ARCANE CRAFTING
This component grants Mages and Sorcerers the ability to use their powers to craft magical items, such as wands, potions, and scrolls.
CANTRIPS
Cantrips are minor magical effects that Mages and Sorcerers can manifest at will. This component offers two options for cantrip systems: innate and first level. Innate cantrips are minor abilities that are usable once per six seconds. First level cantrips revises all first level spells and allows them to recharge upon use. Both components offer Mages and Sorcerers the ability to never run out of spells.
SPELL TWEAKS
This component revises various spells in order to balance the list of spells available from each school. Some spells have been moved to different levels or schools and some are more extensively affected.
METAMAGIC
This component changes certain metamagic-type spells into innate abilities and revises the various magical protection defenses and counters.
ABILITY SCORE BONUSES
This component provides bonuses to Mages, Sorcerers, and Bards with sufficiently high primary attributes. These bonuses include low level spell slots, and, for Sorcerers, caster level bonuses.
SPELL SELECTION DIALOG
This component fundamentally changes the way that Sorcerers learn new spells. Instead of selecting spells during character creation and at level-up, Sorcerers are now granted an innate ability (Spell Knowledge) that emulates the spell selection screen through a dialogue menu.
INSTALLATION
In order to install this, simply extract the attached TomeAndBlood.rar file to your data/00### folder and run SetUp-TomeAndBlood.exe. If you have an existing version of TomeAndBlood, it is strongly encouraged to completely uninstall the old version before installing this version.
KNOWN BUGS
A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it.
v0.7
None to my knowledge. Go out and find some!
CHANGE LOG
A list of all mod version changes is available here.
Version 0.7
- Total overhaul of all existing components.
- New Feature: Added the Ability Score Bonuses component.
- New Feature: Added the Level One Cantrips subcomponent.
- New Feature: Added the Innate Familiar component.
- New Feature: Added the Favoured Soul component.
Version 0.62
- Specialist Mages: Fixed a bug where specialist mages were unable to use scrolls.
- Arcane Crafting: Condensed all crafting abilities down to a single ability to reduce bloat.
- Compatibility: Added compatibility for More Style for Mages.
Version 0.61
- Spell Selection Dialog: Fixed an issue where this component was incompatible with certain mod installations. (This fix also fixes similar issues with the Oracle component.)
- Specialist Mages: Fixed an issued where the component wouldn't install if Spell Revision v4 was detected.
- Spell Tweaks: Added an installation requirement to prevent odd behavior.
Version 0.6
- General : Overhauled the descriptions and systems used in this mod, with particular aim on making the mod content more modular (to allow for greater customization) and subtle (by adopting the styles of the non-mod content in class descriptions).
- General : Extended compatibility to the non-Enhanced Editions where possible. Certain mod components now work with installations of BG2, BGT and TuTu, as well as the Enhanced Editions.
- Dragon Disciples: Changed from 10 kits to 4, reflecting the four different elements of Dragon Disciple ancestors.
- Spell Select through Dialog : Fixed the issue where the ability would loop at the highest known spell level.
- Specialist Mages : Replaced the Specialist Kits component with @subtledoctor 's Specialist Mages component from Scales of Balance.
- New Features: Incorporated the Metamagic, Spell Battles, Cantrips, and Spell Tweaks components from Scales of Balance into this mod.
- Red Wizard Edwin : Removed the Edwin components, due to an overhaul of the specialist mage system.
- Numerous small bugs and string fixes.
Version 0.5
- Core Revisions: Fixed an issue where Dragon Disciples were using a d4 hit die rather than a d6.
- Core Revisions: Fixed an issue with some strings erroneously showing the updated Sorcerer descriptions.
- Armored Casting: Fixed an issue where Mages, Sorcerers and Bards (and all subclasses and kits) could not wear helmets.
- Expanded Weapons: Fixed an issue where Mages were not able to equip arrows.
- Oracle: Added the Oracles of Murder and Oracle of Eyes kits.
Version 0.4
- Core Revisions: Conjurers now receive a d6 hit die.
- Core Revisions: All Mages and Sorcerers are now able to obtain a Familiar.
- Core Revisions: Now also removes Nahal’s Reckless Dweomer, Chaos Shield and Improved Chaos Shield from the spell selection menu.
- Updated Schools: Dispel Magic is moved from Abjuration to General.
- Arcane Crafting: Changes the number of charges on crafted wands.
- Magus: Removed the bonus attack per round from specialization and at 7th or 13th level.
- Mod: Fixed all compatibility issues with Pecca's More Style for Mages mod.
- General: Fixed an issue where kit bonus spells were sometimes not being granted.
- Core: Fixed text issues with the names of Brass Dragon Disciples.
- Bloodlines: Fixed an issue where Sorcerers and Mages would have the wrong innates if the Bloodline Kits component was installed.
- Oracle: Fixed an issue where Oracle bonus spells were sometimes not counted for spells known.
- Oracle: Fixed an issue where Oracles of Life would not receive Cure Light Wounds.
- Oracle: Fixed an issue where Oracles would still have the Declare Mystery ability, even after declaring one.
- Oracle: Fixed text issues with the names of Oracles of Winter.
- New Feature: Added the Specialist Mage Kits component.
- New Feature: Added the Dynaheir, Xan and Edwin components.
- New Feature: Added the Specialist Kits for NPCs component.
- New Feature: Added the Bloodline Kits for NPCs components.
- New Feature: Added Brew Potion and Recharge Wands to Arcane Crafting.
Version 0.31
- Armored Casting: Fixed an installation error where Armored Casting tried to update bloodlines that hadn't been installed yet.
- Oracle & Magus: Fixed the bug in which Oracle and Magi paperdolls were not properly displaying armor.
- Oracle & Magus: Fixed a bug where Oracles of Battle and Magi would not suffer a THAC0 penalty from wielding weapons they were not proficient in.
- Magus: Fixed a bug that prevented the Magus from choosing spells during level-ups or character creation and from using scrolls.
Version 0.3
- General: Updated class descriptions for all kits (existing and mod)
- Core: Replaced the Dragon Disciple's Breath Weapon with a +1 Armor Class.
- Core: Revised opposed schools and specialists.
- Core: Incorporated Divination spells into Generalist and removed Diviners
- Core: Allowed Dragon Disciples to choose a draconic ancestor.
- Bloodlines: Removed Bloodline Sorcerer kits from character creation and allowed a Sorcerer to now declare a bloodline.
- Bloodlines: Added the Amorphous Sorcerer [Ooze Bloodline].
- Added the Spell Select through Dialogue component
- Added the Updated Spell Schools component.
- Added the Armored Casting component.
- Added the Universal Weapon Usability component.
- Added the Oracle component.
- Added the Magus component.
- Added the Arcane Crafting component.
Version 0.2
- Renamed to Tome and Blood
- Significant balance revisions to Mages, Specialists, Sorcerers, Dragon Disciples and Bloodlines.
- Changed specialists to have 2 opposed schools.
- Allowed Gnomes to become Sorcerers and Dragon Disciples.
- Allowed Mages and Sorcerers to use Crossbows and Clubs.
Version 0.1
- First public release (as Sorcerous Bloodlines)
- Added 8 new bloodlines (Eldritch, Celestial, Fiendish, Stormborn, Rimeblooded, Groveborn, Sylvan and Revenant).
Ideas, criticism and comments always appreciated.
Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.
↧
[v1.9.31] Shadow Magic
SHADOW MAGIC
- Link to mod page at my site: https://artisans-corner.com/shadow-magic/
- Note: this mod is only compatible with versions 2.0+ of BG:EE, BG2:EE and IWD:EE.
When the voices became too much to resist, you snuck into the depths of Candlekeep in the dead of night, where unwanted and dangerous secrets are left to rot. Inside of a once-sealed chamber stood a strange fountain, an open wound in the Prime Material Plane through which the energies of the Shadow Weave bled. As soon as you touched the eerie yet beautiful strands of magic that flowed from the wound, you felt an awakening as your connection to the Weave was severed and the power of Shar's dark Weave coursed through you in its place, bestowing upon you a magic that few are gifted with. As you matured, the growing magic within you developed a symbiotic connection until it became one with your very being, and the power of the Shadow Weave became subservient to your will. Gorion and your tutors grew wary of the strange magic that you wielded, though they never learned of the source. Though you knew the dangers of toying with Shar's domain were great, the temptation of such a little-known power in your hands were a thousand times worth the cost."
- biography of a shadow adept Bhaalspawn
Component 1: SHADOW MAGIC MAIN COMPONENT
The Shadow Adept is a mage kit with a completely unique spell selection with 100+ new spells to choose from. A lot of them are copies of existing spells but there are quite a few relatively unique ones in there.A list of spells with descriptions can be viewed here.
SHADOW ADEPT: Shadow adepts hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to casual students and discovering secrets unavailable to all but the most dedicated.
Advantages:
- Hit Die: d6
- May use Shadow Magic.
SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, they are killed instantly.
The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain.
- Gains the Darkvision innate ability.
DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness.
- Gains one bonus spell cast per level.
- +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools.
- 4th level: May use the Shield of Shadows ability once per day.
SHIELD OF SHADOWS: The shadow adept surrounds themselves with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting their armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at them for 1 hour per 2 levels to a maximum of 9 hours.
From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws.
- 5th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter.
SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane.
- 14th level: May use the Shadow Double ability once per day.
SHADOW DOUBLE: The shadow adept creates a copy of themselves out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level.
Disadvantages:
– Suffers a -2 penalty to casting speed and casting time while in daylight.
- -2 penalty to saving throws against spells of the Invocation and Alteration schools.
- May not learn or use spells from the Weave.
- Alignment restricted to non-good.
Prime Requisites For Dual-Classing: Intelligence, Charisma![]()
Advantages:
- Hit Die: d6
- May use Shadow Magic.
SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, they are killed instantly.
The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain.
- Gains the Darkvision innate ability.
DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness.
- Gains one bonus spell cast per level.
- +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools.
- 4th level: May use the Shield of Shadows ability once per day.
SHIELD OF SHADOWS: The shadow adept surrounds themselves with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting their armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at them for 1 hour per 2 levels to a maximum of 9 hours.
From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws.
- 5th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter.
SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane.
- 14th level: May use the Shadow Double ability once per day.
SHADOW DOUBLE: The shadow adept creates a copy of themselves out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level.
Disadvantages:
– Suffers a -2 penalty to casting speed and casting time while in daylight.
- -2 penalty to saving throws against spells of the Invocation and Alteration schools.
- May not learn or use spells from the Weave.
- Alignment restricted to non-good.
Prime Requisites For Dual-Classing: Intelligence, Charisma
STAT BONUS TABLES

OPTIONAL: ALTERNATE SPELL COSTS
This required subcomponent allows the installer to choose the resource cost that Shadow Weave magic uses. The options are:- Drain Constitution (cost = spell level, lasts 3 rounds)
- Current Hit Points (cost = spell level*2)
- Maximum Hit Points (cost = spell level*2, lasts 6 rounds, current hit points do not recover)
- No cost
SORCERER KIT: SHADOW DISCIPLE
The main component also adds the Shadow Disciple kit, the sorcerer variant of the shadow adept with the same abilities.BARD KIT: NIGHTSINGER
The main component also adds the Nightsinger kit, a bard that uses shadow magic.NIGHTSINGER: A rare class of bards that choose to study the power of the Shadow Weave gain access to its dark powers, bestowing upon them a dirge capable of cursing their enemies.
Advantages:
- The Nightsinger's Bard Song, "Dirge of Despair", curses their enemies, reducing their morale and saving throws.
1st level: -1 penalty to THAC0, damage and saving throws, lowers morale
11th level: -2 penalty to THAC0, damage and saving throws, lowers morale
21st level: -3 penalty to THAC0, damage and saving throws, lowers morale
- May use Shadow Magic.
SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, they are killed instantly.
The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain.
- Gains the Darkvision innate ability.
DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness.
- May cast one additional spell per level.
- +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools.
- 6th level: May use the Shield of Shadows ability once per day.
SHIELD OF SHADOWS: The shadow adept surrounds themselves with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting their armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at him for 1 hour per 2 levels to a maximum of 9 hours.
From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws.
- 7th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter.
SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane.
- 18th level: May use the Shadow Double ability once per day.
SHADOW DOUBLE: The shadow adept creates a copy of themselves out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level.
Disadvantages:
– Suffers a -2 penalty to casting speed and casting time while in daylight.
- -2 penalty to saving throws against spells of the Invocation and Alteration schools.
- May not learn or use spells from the Weave.
- Alignment restricted to non-good.
Advantages:
- The Nightsinger's Bard Song, "Dirge of Despair", curses their enemies, reducing their morale and saving throws.
1st level: -1 penalty to THAC0, damage and saving throws, lowers morale
11th level: -2 penalty to THAC0, damage and saving throws, lowers morale
21st level: -3 penalty to THAC0, damage and saving throws, lowers morale
- May use Shadow Magic.
SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, they are killed instantly.
The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain.
- Gains the Darkvision innate ability.
DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness.
- May cast one additional spell per level.
- +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools.
- 6th level: May use the Shield of Shadows ability once per day.
SHIELD OF SHADOWS: The shadow adept surrounds themselves with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting their armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at him for 1 hour per 2 levels to a maximum of 9 hours.
From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws.
- 7th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter.
SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane.
- 18th level: May use the Shadow Double ability once per day.
SHADOW DOUBLE: The shadow adept creates a copy of themselves out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level.
Disadvantages:
– Suffers a -2 penalty to casting speed and casting time while in daylight.
- -2 penalty to saving throws against spells of the Invocation and Alteration schools.
- May not learn or use spells from the Weave.
- Alignment restricted to non-good.
ITEM PACK
The main component also adds several items that are exclusive to the shadow adept. Some can be found in BG1+SoD and all can be found in BG2. Some items require the shadow adept to have a secondary class in addition to the kit itself. Bear in mind that the quest component is required for a few of the items to show up in-game in BG:EE.FAMILIARS
The shadow adept has the ability to summon a familiar at 6th level. The shadow adept's familiar has a few differences in strength and function compared to a mage's familiar but mostly imitates vanilla familiar behavior. Familiars and their abilities may be viewed here.Component 2: SHADOW MONK
SHADOW MONK: Little is known about the secretive order of shadow monks, other than the fact that they draw upon the power of the Shadow Plane to wield dark ki. They are masterful assassins, manipulating powerful illusions to their advantage and skilled at striking from the shadows, but their ritualistic training has taken a toll on their physical stamina.
Advantages:
- +1 bonus to Dexterity.
- Gains the Darkvision innate ability.
DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness.
- Gains the Life-Drain innate ability.
LIFE-DRAIN: Shadow monks channel the power of the Shadow Plane into their fists, gaining bonus effects based off of their level.
1st - 9th level: Drains 1 hit point on hit.
10th - 19th level: Drains 2 hit points and lowers target's strength by 1 for 2 rounds (save vs. death to avoid strength drain)
20th level onwards: Drains 3 hit points, lowers target's strength by 1 and 20% chance to drain one level permanently on hit
- Has a backstab multiplier of x2. Increases to x3 at 11th level and x4 at 21st level.
- 3rd level: May use the Shadow Pool ability.
SHADOW POOL: Shadow monks wield the power of the Shadow Plane and can manipulate it in order to cast a limited amount of Shadow Magic. The shadow monk must first spend one round drawing energy from the Shadow Weave then cast the spell. The shadow monk's concentration may be disrupted during the channeling or the casting time.
Level 1 (3rd, 6th, 9th, 12th levels): Shadow Missile, Blinding Darkness, Shadow Veil, Decoy
Level 2 (7th, 10th, 13th, 16th levels): Dark Mirage, Black Mist, Ghostly Visage, Shadow Walk
Level 3 (11th, 17th, 23rd levels): Shadowblast, Lifedrinker Touch, Shadow Comets, Impose
Level 4 (15th, 21st, 27th levels): Fireshield (Shadow), Shadeskin, Summon Shadow, Shar's Blessing
- 5th level: May cast Shadowstep once per day. Gains an additional use every 5 levels thereafter.
SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow monk cannot attack or use spells while in the Shadow Plane.
- 12th level: May cast Shadow Door once per day. Gains additional uses at 16th and 20th level.
- 15th level: May use the Deathstrike ability once per day.
DEATHSTRIKE: The shadow monk teleports to a chosen target and turns invisible for one round. Their next attack within one round is a guaranteed critical hit and drains six levels from the target.
Disadvantages:
- Hit Die: d6
- -2 penalty to Strength.
- -4 penalty to Constitution.
- Alignment restricted to non-lawful and non-good.
- Uses the shadowdancer's high level abilities table instead of the fighter's, with the exclusion of Use Any Item.
- May not use the Lay On Hands ability.
- May not use the Stunning Blow ability.
- May not use the Quivering Palm ability.
Advantages:
- +1 bonus to Dexterity.
- Gains the Darkvision innate ability.
DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness.
- Gains the Life-Drain innate ability.
LIFE-DRAIN: Shadow monks channel the power of the Shadow Plane into their fists, gaining bonus effects based off of their level.
1st - 9th level: Drains 1 hit point on hit.
10th - 19th level: Drains 2 hit points and lowers target's strength by 1 for 2 rounds (save vs. death to avoid strength drain)
20th level onwards: Drains 3 hit points, lowers target's strength by 1 and 20% chance to drain one level permanently on hit
- Has a backstab multiplier of x2. Increases to x3 at 11th level and x4 at 21st level.
- 3rd level: May use the Shadow Pool ability.
SHADOW POOL: Shadow monks wield the power of the Shadow Plane and can manipulate it in order to cast a limited amount of Shadow Magic. The shadow monk must first spend one round drawing energy from the Shadow Weave then cast the spell. The shadow monk's concentration may be disrupted during the channeling or the casting time.
Level 1 (3rd, 6th, 9th, 12th levels): Shadow Missile, Blinding Darkness, Shadow Veil, Decoy
Level 2 (7th, 10th, 13th, 16th levels): Dark Mirage, Black Mist, Ghostly Visage, Shadow Walk
Level 3 (11th, 17th, 23rd levels): Shadowblast, Lifedrinker Touch, Shadow Comets, Impose
Level 4 (15th, 21st, 27th levels): Fireshield (Shadow), Shadeskin, Summon Shadow, Shar's Blessing
- 5th level: May cast Shadowstep once per day. Gains an additional use every 5 levels thereafter.
SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow monk cannot attack or use spells while in the Shadow Plane.
- 12th level: May cast Shadow Door once per day. Gains additional uses at 16th and 20th level.
- 15th level: May use the Deathstrike ability once per day.
DEATHSTRIKE: The shadow monk teleports to a chosen target and turns invisible for one round. Their next attack within one round is a guaranteed critical hit and drains six levels from the target.
Disadvantages:
- Hit Die: d6
- -2 penalty to Strength.
- -4 penalty to Constitution.
- Alignment restricted to non-lawful and non-good.
- Uses the shadowdancer's high level abilities table instead of the fighter's, with the exclusion of Use Any Item.
- May not use the Lay On Hands ability.
- May not use the Stunning Blow ability.
- May not use the Quivering Palm ability.
Component 3: QUESTS & ENCOUNTERS
Kryn Darkflame is a Shadovar mage of Thultanthar, the Shade Enclave. He is in the grounds of the Friendly Arm Inn and serves as a merchant of magical wares including many Shadow Adept-exclusive items. Finding and dealing with his missing apprentices will net the player a sizable reward.Spoilers on items and their locations can be found here.
↧
↧
[mod] Foundling: Between the Shades
Foundling: Between the Shades BETA is available. The mod fully playable, may need some polishing. I've decided to made the BETA version available.
Foundling is the thrall of Thaxll'ssillvia, the Shadow Dragon found in the Temple Ruins. He is cold, calculating, and determined to be freed from his influence. He can never oppose his master on his own, but everything can change thanks to the influence of the Bhaalspawn.
Foundling is a Shadow Adept who can use Shadow Weave Magic as well as some Shadow Magic. The mod introduces a new kind of magic with its own advantages and disadvantages. Even though Foundling is recognised as a mage, he can't use the Weave. In exchange he is given his own dark spells - mostly dark versions of well known spells, but there are some brand new ones too.
The mod is both an NPC and quest mod and introduces new characters, areas, music, items, soundset etc.
Foundling is not romanceable, but the character will still talk to you frequently, so no worries.
![image]()
DOWNLOAD LINK - http://www.shsforums.net/files/file/1128-foundling-between-the-shades-beta/
Thank you to everyone who helped me in releasing this project!
Foundling is the thrall of Thaxll'ssillvia, the Shadow Dragon found in the Temple Ruins. He is cold, calculating, and determined to be freed from his influence. He can never oppose his master on his own, but everything can change thanks to the influence of the Bhaalspawn.
Foundling is a Shadow Adept who can use Shadow Weave Magic as well as some Shadow Magic. The mod introduces a new kind of magic with its own advantages and disadvantages. Even though Foundling is recognised as a mage, he can't use the Weave. In exchange he is given his own dark spells - mostly dark versions of well known spells, but there are some brand new ones too.
The mod is both an NPC and quest mod and introduces new characters, areas, music, items, soundset etc.
Foundling is not romanceable, but the character will still talk to you frequently, so no worries.

DOWNLOAD LINK - http://www.shsforums.net/files/file/1128-foundling-between-the-shades-beta/
Thank you to everyone who helped me in releasing this project!
↧
Polish fonts/letters both on Beamdog Client and Steam
Hi, I'm creating module and I havent polish letters (óńśćźż...).
I've tried to download from Vault this: https://neverwintervault.org/project/nwn1/other/gui/plfont
but it won't help.
It happens when I'm trying to start game from BD Client and Steam.
Are there any other issue?
I've tried to download from Vault this: https://neverwintervault.org/project/nwn1/other/gui/plfont
but it won't help.
It happens when I'm trying to start game from BD Client and Steam.
Are there any other issue?
↧
General problems for a freshman
hi fellas, I have a few different questions, none of them are related to each other:
1) I have a bard (11) black guard (4) pale lord (1). I ve got the ability turn undead by the Blackguard, but somehow the skill never seems to be available (whereas bull strenght always works). Can anyone tell me why?
2) I am in a cave south of Port last, and I am in front of a well the might be a secret passage, but apparently I have to go underwater and I always fail. Any clue for this quest?
3) I just realized tha in Neverwinter there was a dwarf able to make magical weapons for you, somehow i skipped that part. Is there any way to go back and make him forge weapons for me? or any cheat to have some of those weapons?
thank you for the attention people!
1) I have a bard (11) black guard (4) pale lord (1). I ve got the ability turn undead by the Blackguard, but somehow the skill never seems to be available (whereas bull strenght always works). Can anyone tell me why?
2) I am in a cave south of Port last, and I am in front of a well the might be a secret passage, but apparently I have to go underwater and I always fail. Any clue for this quest?
3) I just realized tha in Neverwinter there was a dwarf able to make magical weapons for you, somehow i skipped that part. Is there any way to go back and make him forge weapons for me? or any cheat to have some of those weapons?
thank you for the attention people!
↧
Suggestions Thread: Game Mechanics (scripts, spells, feats, combat)
Hello folks, I'm Symphony.
In order to keep things collated, I'm starting category based suggestion/bug discussions. Please use your best judgement to find which discussion best suits your range of items!
This Suggestions Discussion is for Game Mechanics. Any sort of addition or change to the game that might effect the dice rolls, character sheet, and progression, would be considered a Game Mechanics suggestion.
An incomplete list of example items is listed below:
In order to keep things collated, I'm starting category based suggestion/bug discussions. Please use your best judgement to find which discussion best suits your range of items!
This Suggestions Discussion is for Game Mechanics. Any sort of addition or change to the game that might effect the dice rolls, character sheet, and progression, would be considered a Game Mechanics suggestion.
An incomplete list of example items is listed below:
- Races
- Classes
- Feats
- Skills
- Spell Effects
- Spellbooks
- Item Properties
- Combat Modes
- Combat Rolls
- "Bonuses" "Penalties" "Modifiers"
- Rest and Restoration
- Movement Speed
↧
↧
MULTIPLAYER
Is cross-platform working?
↧
Icewind Dale meets Heroes of Might and Magic 3 - Horn of the Abyss
Greetings,
after Baldur's Gate has been acquainted with Heroes of Might and Magic 3 (HoMM3), now would be the time
to introduce its little brother, Icewind Dale, to HoMM 3.
Only this time I am going one step further: Icewind Dale is going to meet Horn of the Abyss (HotA), an unofficial, fan-made add-on to HoMM3 that stays so true to the original game that it might just have been an original, official add-on.
This allows me to use new elements for shaping the landscapes some of which come very much in handy when modelling the areas of Icewind Dale. And I think I may have found an interesting way to include the Cove Town faction, a new faction exclusive to HotA.
I would like to show you my first drafts. They are work in progress and not finished yet.
Easthaven:
![image]()
Kuldahar and Kuldahar Pass:
![image]()
Wyrm's Tooth:
![image]()
The Severed Hand:
![image]()
If you'd like to help out on this project, I would very much appreciate that. I am always looking for feedback, positive and negative one alike.
Also I would like to know what Icewind Dale in general means to you. And then I would like to know what each area in Icewind Dale means to you. What feelings does an area evoke in you? What kind of atmosphere does an area convey? Think about Easthaven, Kuldahar, Kuldahar Pass, Vale of Shadows, Temple of the Forgotten God, Dragon's Eye, Severed Hand, Wyrm's Tooth and Upper and Lower Dorn's Deep and also the Fields of Slaughter from Icewind Dale 2.
Since Icewind Dale doesn't nearly feature as many areas as Baldur's Gate 1, I'll also have plenty of free room to fill on the map. Can you think of a anything that is mentioned maybe in IWD1 or IWD2 but we couldn't visit it? For example we know that there is a Drow city somewhere near, it just isn't featured in either of the games.
Also take a look at the world map:
![image]()
What do you think is on the map between the areas? The parts that we can never visit in the game itself. Can you think of any interesting locations that could be there? The vale that the Severed Hand lies in is rather big and on my map it is going to be HUGE. So what else could be in that vale besides the Severed Hand?
after Baldur's Gate has been acquainted with Heroes of Might and Magic 3 (HoMM3), now would be the time
to introduce its little brother, Icewind Dale, to HoMM 3.
Only this time I am going one step further: Icewind Dale is going to meet Horn of the Abyss (HotA), an unofficial, fan-made add-on to HoMM3 that stays so true to the original game that it might just have been an original, official add-on.
This allows me to use new elements for shaping the landscapes some of which come very much in handy when modelling the areas of Icewind Dale. And I think I may have found an interesting way to include the Cove Town faction, a new faction exclusive to HotA.
I would like to show you my first drafts. They are work in progress and not finished yet.
Easthaven:

Kuldahar and Kuldahar Pass:

Wyrm's Tooth:

The Severed Hand:

If you'd like to help out on this project, I would very much appreciate that. I am always looking for feedback, positive and negative one alike.
Also I would like to know what Icewind Dale in general means to you. And then I would like to know what each area in Icewind Dale means to you. What feelings does an area evoke in you? What kind of atmosphere does an area convey? Think about Easthaven, Kuldahar, Kuldahar Pass, Vale of Shadows, Temple of the Forgotten God, Dragon's Eye, Severed Hand, Wyrm's Tooth and Upper and Lower Dorn's Deep and also the Fields of Slaughter from Icewind Dale 2.
Since Icewind Dale doesn't nearly feature as many areas as Baldur's Gate 1, I'll also have plenty of free room to fill on the map. Can you think of a anything that is mentioned maybe in IWD1 or IWD2 but we couldn't visit it? For example we know that there is a Drow city somewhere near, it just isn't featured in either of the games.
Also take a look at the world map:

What do you think is on the map between the areas? The parts that we can never visit in the game itself. Can you think of any interesting locations that could be there? The vale that the Severed Hand lies in is rather big and on my map it is going to be HUGE. So what else could be in that vale besides the Severed Hand?
↧
Katana purchase - Candlekeep
*** EDIT **** Changed dual classing to MAGE. Originally I posted Sorcerer.
This took me WAY too long to figure out but I thought I would share with other noobs like me wanting to start with a Katana w/o using cheats* (see below). The katana has a 'normal' starting price of 750GPs.
1) Choose a Lawful Good alignment (Reputation 12)
2) Make sure your character has a 16 or higher in Charisma.
3) Talk to Firebead Elvenhair exactly 30 times for the 300GP Easter egg.
4) Complete the remaining quests in Candlekeep to buy the kantana @ the following price(s):
w/16 CHR - 710GPs - It can be done but just barely if you liquidate EVERYTHING you find.
w/17 CHR - 675GPs
w/18 CHR - 635GPs
I'm starting my first campaign as a Human Lawful Good Kensai. I plan to dual class later on as a MAGE. Hopefully Beamdog finishes Baldur's Gate 1.5 (aka Adventure "Y") before I continue on to Baldur's Gate 2.
*** You may want to use the EE Autoroller program to speed up the stat process *** I don't consider EE Autoroller a cheat because it just automates your 'dice rolling' within the game itself. You go mind numb waiting for 91 to 93 point totals and you have the benefit of a 18/00 STR. It took Autoroller about 2 hours to come up with a 97 point total AND a 18/92.
*** The EE Autoroller program is attached to this post ***
*** Make sure you are in 'Windowed Mode" in BG in order to use program. ***
*** Tutorial on how to use EE Autoroller ***
However, if you have the patience and not set on a high 18 % STR, you should achieve a minimum of 91 to 93 total points by 'manually' rolling in a hour or 2.
http://forums.beamdog.com/discussion/10937/utility-ee-autoroller
STR: 18/92
DEX: 18
CON: 18
INT: 17
WIS: 10
CHR: 16
Wish me luck... I'm sure I will make some changes to this strategy after I finish BG 1 EE.
This took me WAY too long to figure out but I thought I would share with other noobs like me wanting to start with a Katana w/o using cheats* (see below). The katana has a 'normal' starting price of 750GPs.
1) Choose a Lawful Good alignment (Reputation 12)
2) Make sure your character has a 16 or higher in Charisma.
3) Talk to Firebead Elvenhair exactly 30 times for the 300GP Easter egg.
4) Complete the remaining quests in Candlekeep to buy the kantana @ the following price(s):
w/16 CHR - 710GPs - It can be done but just barely if you liquidate EVERYTHING you find.
w/17 CHR - 675GPs
w/18 CHR - 635GPs
I'm starting my first campaign as a Human Lawful Good Kensai. I plan to dual class later on as a MAGE. Hopefully Beamdog finishes Baldur's Gate 1.5 (aka Adventure "Y") before I continue on to Baldur's Gate 2.
*** You may want to use the EE Autoroller program to speed up the stat process *** I don't consider EE Autoroller a cheat because it just automates your 'dice rolling' within the game itself. You go mind numb waiting for 91 to 93 point totals and you have the benefit of a 18/00 STR. It took Autoroller about 2 hours to come up with a 97 point total AND a 18/92.
*** The EE Autoroller program is attached to this post ***
*** Make sure you are in 'Windowed Mode" in BG in order to use program. ***
*** Tutorial on how to use EE Autoroller ***

However, if you have the patience and not set on a high 18 % STR, you should achieve a minimum of 91 to 93 total points by 'manually' rolling in a hour or 2.
http://forums.beamdog.com/discussion/10937/utility-ee-autoroller
STR: 18/92
DEX: 18
CON: 18
INT: 17
WIS: 10
CHR: 16
Wish me luck... I'm sure I will make some changes to this strategy after I finish BG 1 EE.
↧