Ascalon's Questpack
From the readme:
During the course of the game one is often inspired with smaller or bigger ideas for side-quests or stories that take place parallel to the story of the bhaalspawn. This modification is a collection of my (Ascalon's) ideas: Several quests or differing dimensions. Some are humorous, others of the tragic kind. There are puzzles and combat challenges. Several require a diplomatic touch. A few are race- and class-specific.
The mod adds quests to both BG1 and BGII. It can be installed directly to BG:EE, BGII:EE, EET, BGT, Tutu (w TotSC), and BGII.
CONTENT
Baldur's Gate I:
- A Job Well-Paid
What happens when adventurers are a bit too eager to spend their first big money? Travel to Beregost to find out.
- A Feast for the Gnolls
It was supposed to be a romantic picnic, but then everything went wrong. Look for Mrs Wellstone in Nashkel and help the poor woman find her son.
- The Great Carlini
Once a gnome's scientific curiousity has been stirred there is nothing that can stop him. Not even the spell that once cost the archmage Carlini hist life. Look for Ygnatius in the Friendly Arm Inn (he is hard to miss).
- Fangirls
True fangirls stay true to their idols, just like Cindy, Mandy and Ashley in the north-western part of Baldur's Gate...
- A Home for the Gibberlings
What does an artist create when out of ideas? Trouble, lots of trouble, considering what Gerlado the Splendiferous in the central part of Baldur's Gate has been up to recently.
- The Lost Son
All the half-elf Aphriel wanted was to lay down her bow in favour of a simple life. But then everything changed. Meet her in the bandit camp after dealing with the guards.
- Of Wolves and Men
Aiwell the mage has barred her doors - from the outside. Find out why near High Hedge.
- Flopsy
An epic tale of honour, friendship and bunny-rabbits.
- The Serpents of Abbathor
A mysterious dwarven kult is recruiting along the Sword Coast and heroes are in great demand! At the moment only te BG 1 part is complete. Loot Mulahey's corpse or travel to the south-west part of Baldur's Gate to get started.
Baldur's Gate II:
- A Halfling among the Eyeless
Who will help Mrs Lawner to find her missing son?
Download from official Download Site
Download from Jastey's GitHub
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[Mod] Ascalon's Questpack (Kerzenburgforum)
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Finally finished BG series
I did it. Beat the final battle in ToB, and finished the whole BG series. Took me about 2 RL months to do. Whew. But well worth it, I really enjoyed the characters and dialogue, plus the lore and background. I don't think I've played such an engaging RPG in a long while.
The final battle was both hard and silly easy. The hard part was dealing with the Big Bad and her summoned minions swarming my party. Then I realized I could plop Spike Traps on her spawn point. Boom, final "final" battle done instantly after her speech. Don't think I remember any Final Boss / Big Bad being defeated instantly or no effort like that. Closest would be Cloud instant-Omnislash on Sephiroth in the ending battle in Final Fantasy 7, or Yu Yevon in Final Fantasy 10, or Luther (final boss) and the bonus bosses in Star Ocean 3 if geared properly, they'd do 0 damage to you with all forms of attack.
It even makes RP sense to pull the Spike Traps on the Big Bad. She spawns in the exact same spot 4 times. A thief would go "Hmm, she pops there again after the 2nd or 3rd time. Lets plop traps right there, just in case!"
I'd have liked a bit more closure to ToB though. Perhaps a short epilogue chapter where you meet and chat up with people in the Mortal-ending, or see your new Godly home in the God-ending.
A couple plot holes, though. Seems like the Big Bad and the Solar forgot that there's still other Bhaalspawn out there. Imoen and that "scared then explode-teleport away" one. And I'm not sure about Bhaal himself. Does one Bhaalspawn have to live with all others dead for Bhaal to resurrect, or do all the Bhaalspawn have to die for Bhaal to resurrect?
And what if cast Imprison on a Bhaalspawn with no other witnesses? Then that Bhaalspawn would be hidden away forever, Meaning Bhaal wouldn't be resurrected either way?
Will share more thoughts later.
The final battle was both hard and silly easy. The hard part was dealing with the Big Bad and her summoned minions swarming my party. Then I realized I could plop Spike Traps on her spawn point. Boom, final "final" battle done instantly after her speech. Don't think I remember any Final Boss / Big Bad being defeated instantly or no effort like that. Closest would be Cloud instant-Omnislash on Sephiroth in the ending battle in Final Fantasy 7, or Yu Yevon in Final Fantasy 10, or Luther (final boss) and the bonus bosses in Star Ocean 3 if geared properly, they'd do 0 damage to you with all forms of attack.
It even makes RP sense to pull the Spike Traps on the Big Bad. She spawns in the exact same spot 4 times. A thief would go "Hmm, she pops there again after the 2nd or 3rd time. Lets plop traps right there, just in case!"
I'd have liked a bit more closure to ToB though. Perhaps a short epilogue chapter where you meet and chat up with people in the Mortal-ending, or see your new Godly home in the God-ending.
A couple plot holes, though. Seems like the Big Bad and the Solar forgot that there's still other Bhaalspawn out there. Imoen and that "scared then explode-teleport away" one. And I'm not sure about Bhaal himself. Does one Bhaalspawn have to live with all others dead for Bhaal to resurrect, or do all the Bhaalspawn have to die for Bhaal to resurrect?
And what if cast Imprison on a Bhaalspawn with no other witnesses? Then that Bhaalspawn would be hidden away forever, Meaning Bhaal wouldn't be resurrected either way?
Will share more thoughts later.
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Beamdog link broken - need file :(
Hi all,
Recently revisited PS:T with the EE and was reallly impressed, brought back memories too
I play on an IBM thinkpad and needed to install the mobile graphics .lua from Beamdog but once done, worked perfect.
Thought I'd install another old favorite - Icewind Dale, same problem crashed at start. No problem, went on site to get the fixed .lua but the link is broken
emailed Beamdog but no reply so don't really know what to do. Can anyone upload for me please:
https://beamdog.zendesk.com/hc/en-us/articles/206729933-Windows-My-Game-Won-t-Launch-Or-Is-Crashing-On-Launch
It's the file at the bottom, IWD:EE for mobile graphics. All the other links work but not that one
Recently revisited PS:T with the EE and was reallly impressed, brought back memories too

Thought I'd install another old favorite - Icewind Dale, same problem crashed at start. No problem, went on site to get the fixed .lua but the link is broken

https://beamdog.zendesk.com/hc/en-us/articles/206729933-Windows-My-Game-Won-t-Launch-Or-Is-Crashing-On-Launch
It's the file at the bottom, IWD:EE for mobile graphics. All the other links work but not that one
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Northern Tales of the Sword Coast (NTotSC) for BG:EE (and BGT and EET) - Download
NTotSC for BGT, BG:EE, and EET
Northern Tales of the Sword Coast (NTotSC) adds several quests to the BG1 part (with TotSC) to the game. Some are minor encounters with no further impact, but some are larger quests that are also partly connected to each other.
This is a BGT, BG:EE, and EET version of the original mod. As of version 2.0, NTotSC is no longer dependent on DSotSC. If you want to play the two mods together, install DSotSC first. The versions supported are:
-for BGT/EET: version by k4thos
-for BG:EE: version by Red Carnelian (this mod is still beta, too).
To reach the new areas via worldmap, you need to install BP-BGT-worldmap for BGT after NTotSC and start a new game. For BG:EE, this is no longer needed, thank you to AstroBryGuy for providing the worldmap tweak!
Since v2.0, the quests are less restrictive in their order, especially in the order of when to talk to whom, in the sense of no dead ends because a quest character was talked to too early. The only restrictions remaining are: The Northern Citadel Quest will be handed out from Duke Eltan when he summons the PC in the original game. The Temple of the Black Hand will only be revealed after the demon in Ulgoth's Beard is defeated.
All other quests can either be "walked into", received from multiple persons (e.g. "The Field of the Dead"), or received by killing the quest giver instead of going on his fedex quest (e.g. the Ice Slamander or Eldod - they will have the appropriate keys on them.) Also, the mod now uses the prefix "NT". The package comes with a detailed list of Changes including altered variable names. If your mod has crossmod content with NTotSC and you are nervous about the changes, let me know and I will help you concerning compatibility with v2.1.0.
Test reports welcome! I tested myself on all platforms but there is always something one pair of eyes will miss.
Download NTotSC latest release
Official download at SHS
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Beamdog Update, March 19, 2019
These are busy times at Beamdog. We thought we’d give you a quick update on what we're up to!
The upcoming Skybound Games booth at PAX East, a playable BG:EE demo for PS4 and Switch, Axis & Allies Online interviews and news, NWN:EE patch plans, and more!
The upcoming Skybound Games booth at PAX East, a playable BG:EE demo for PS4 and Switch, Axis & Allies Online interviews and news, NWN:EE patch plans, and more!
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The Default Party
Can anyone tell me their opinion on the default party. Is it a good party to use or am I better off making a new one from scratch?
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BG2 / Icewind Dale on Android?
I know why they are missing but can we get a update when they will be back?
I have paid for both games and has to delete them when I reset my kindle. Now I can't download them again and nobody has updated us on the ETA.
Thanks
I have paid for both games and has to delete them when I reset my kindle. Now I can't download them again and nobody has updated us on the ETA.
Thanks
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Cormanthor.de - Erste deutschsprachige Rollenspielwelt exklusiv für EE

Hallo zusammen!
Manche kennen mich vielleicht als "Leaf", andere nicht und das ist natürlich völlig ok.
Heute möchte ich euch meine zukünftige Rollenspiel Persistent World vorstellen, an welcher ich seit einiger Zeit arbeite.
Der Server spielt in Cormanthor, den Talländern im Misteltal und ist eine stark rollenspiel orientierte Welt.
Wir versuchen so nah wie möglich an das D&D Regelwerk, was Gameplay und Hintergrundgeschichte angeht, heran zu kommen. So hätte man diesen Server früher sicherlich als "Hardcore" RP Server bezeichnet.
Aber keine Angst! Das bezieht sich natürlich nur auf die Spielmechaniken.
Denn die erste und wichtigste Regel heißt: Habt Spaß!
Wir versuchen zusammen, nicht gegeneinander zu spielen, obwohl unsere Charaktere das manchmal tun ...
Das bedeutet, der Spaß ist immer der wichtigste Aspekt von allen und so sind sowohl Anfänger, als auch Veteranen gleichermaßen willkommen.
Egal ob du die Regelbücher auswendig kennst, oder noch nie von einem Würfel gehört hast, du bist jederzeit willkommen und kannst spielen was und wie du es möchtest.
Wir versuchen alles möglich zu machen und solange es nicht irgendwelche Probleme erzeugt, können wir immer darüber reden was ihr spielen wollt.
Der Spieler, Du!, ist der Star hier und das bedeutet du stehst im Fokus.
Es ist dein Abenteuer, deine Geschichte und dein Leben. Lebe es wie du es möchtest, aber vorsicht ... selbst der stärkste Abenteurer, der mächtigste Paladin und der gefürchtetste Zauberer kann ein schnelles Ende finden, wenn die Konsequenzen nicht weise bedacht werden.
Server Informationen:
Name: Ger) Cormanthor.de - Misteltal
Login: cormanthor.de:5121
Sprache: Deutsch
Spieltyp: Rollenspiel
Levelspanne: 1-15
Items: Low-Magic Welt
Haks: NWSync (etwa 3GBs handverlesener Custom Content, beim einloggen wird dieser, wie bei einem Patcher, automatisch heruntergeladen, ihr müsst nichts weiter tun.)
Team: Leaf
Website: www.cormanthor.de
Discord: https://discord.gg/7NnWkka
Keine Charakteranmeldung muss erstellt und bewilligt werden, du kannst direkt einloggen und jede Rasse auswählen und spielen. Bitte lies dir aber vorher die Regeln durch um Probleme zu vermeiden.
Eines der wichtigsten Features des Server ist "High Quality". Jede Map ist sorgfältig gestatet und durchdacht.
Rollenspiel und Rollenspielunterstützung ist ein Kernaspekt und SL sind stark dazu angehalten mit Rat und Tat bei jedem Rollenspiel zu helfen und zu unterstützen und bei Problemen schnell zu helfen.
Dieser Server ist für die Spieler, nicht für die SL.
Falls ich euch neugierig machen konnte, zögert bitte nicht vorbei zu schauen und euch umzusehen.
Ich möchte mich im Vorfeld für alle Probleme oder Fehler entschuldigen, die noch auftreten können, oder dass es nicht so schnell voran geht, wie ihr es verdient.
Zuletzt noch ein paar ausgewählte Screenshots vom Server, mehr findet ihr auf der Website:






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Will I live long enough for this challenge?
@bengoshi commented about me completing no-reload solo games with every class. In the thread I suggested I would need to live to about 293 to achieve that, but I wondered how accurate that would be :)
To check it out I thought I would set up a (very) long-term project to test it - though it's always possible I'll lose interest after only a year or two ... That will involve playing under core rules using whatever the latest unmodded version of BGEE, SoD and BG2EE is. Character classes will be chosen randomly from those where success has not yet been achieved (using the same Excel spreadsheet approach as in my multi-player games with @Gate70, where we're currently on our 96th pairing). I've never completed BG2EE (or even got to ToB in it) - so using that set-up will allow a clean start with all classes available for selection.
For dual classes I'll allow 2 different versions, i.e. both a cleric-thief and a thief-cleric. I make that a total listed below of 75 classes (increased from original post, with addition of Priest of Tyr and shaman). I'll show the number of attempts required for success with each class below (and colour classes achieved successfully in gold), but won't do any detailed write-ups. However, I will outline the way each run ends and after each successful run do a quick summary of the main techniques used and the pitfalls associated with that class.
I rolled up the first 3 characters (sun soul monk, wizard slayer dualling to thief and true class mage) prior to the release of SoD and for those am only requiring the completion of the trilogy. All other classes have to complete SoD as well (which at the time of writing in November 2016 I've never made much progress in, so is likely to result in a hiatus in progress :cold_sweat: ).
Sole classes
Fighter
Berserker
Kensai 1
Wizard slayer 26
Dwarven defender 24 {3-258}
Ranger
Archer
Stalker
Beast Master 7
Paladin
Cavalier
Inquisitor 5
Undead hunter
Blackguard 2
Cleric
Priest of Talos
Priest of Helm
Priest of Lathander
Priest of Tyr
Druid
Totemic druid
Shapeshifter 3
Avenger 2
Mage 61
Abjurer
Conjurer 1
Diviner
Enchanter 1
Illusionist
Invoker
Necromancer
Transmuter
Wild mage 18
Thief
Assassin 1
Bounty hunter
Swashbuckler
Shadowdancer
Bard 1
Blade 1
Jester
Skald
Sorcerer 2
Dragon disciple
Monk
Dark moon monk
Sun soul monk 13 {2-5}
Barbarian
Shaman 26
Multi-classes
Fighter-cleric
Fighter-druid
Fighter-mage
Fighter-thief 3
Ranger-cleric
Cleric-mage
Cleric-thief
Mage-thief
Fighter-mage-cleric
Fighter-mage-thief
Gnomes substitute illusionist for mage in multi-classes
Dual-classes
Fighter-cleric
Fighter-druid
Fighter-mage
Fighter-thief 53 {1-99}
Ranger-cleric
Cleric-mage 1
Cleric-thief 7
Mage-thief
Cleric-fighter
Druid-fighter
Mage-fighter
Thief-fighter
Cleric-ranger
Mage-cleric
Thief-cleric
Thief-mage
Human dual classes must use a base 2-class combination listed above, but the first class only may be kitted.
Edit April 2017: - as the thread is getting longer and more difficult to navigate I thought I would add in direct short-cuts to each attempt. Clicking on the classes above will take you to the relevant post. I've also put in brackets against successful runs the order in which attempts have been completed and the total number of attempts (with all classes) prior to the previous successful run. Thus, for the fighter-thief, 53 {1-99} means that was the first run completed, after 99 attempts with all classes, though only 53 with that particular one.
While writing, perhaps I should also clarify that all runs are using my long-standing rules that characters may not:
- use any item based healing, e.g. potions, rod of resurrection, gloves of healing (regeneration is acceptable)
- use antidotes
- recruit any NPCs. There are 2 exceptions to this:
1) Imoen in BG2, as the game forces her on you for the purpose of opening your cell door, and
2) Caelar in SoD, as except in MP or with a full party she won't fight on your side without joining you (to compensate for that I'm not allowed to give her any orders after she joins).
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[Kit Pack] I Hate Undead v3.2 [IWD, BG(2)EE and EET]
Hello :)
I finally finished all the kits and combined them in a single kit pack.
UNDEAD PREDATOR (Ranger Kit)
[spoiler]This ranger devotes PRO_HISHER life to hunt and destroy the undead as well as help those who have fallen victim to them. They are nomads wandering through the darkest corners of the land fighting these profane creatures. Their hard training comes at a cost: they lose their tune with nature and rarely create bonds with the people around them. Pre-Requisites: STR 13, DEX 13, CON 14, WIS 16 Dual-Class: None. Alignment: Neutral Good. Weapons: Axe, club, crossbow, warhammer, longsword, maces, quarterstaff and spear. Armors: All up to and including studded leather armor. Advantages: - +2 bonus to AC, hit and damage rolls against undead creatures. - May evoke special blessings instead of casting spells. - Starts with a +1 bonus to PRO_HISHER save against Paralysis, Poison or Death Magic. Another one is given at levels 5, 10, 15 and 20. - At level 20 gains becomes immune to fear, disease, level drain and paralysis. BLESSINGS: Instead of gaining spells, the Undead Predator may cast a special form of divine spells known as blessings. Scholars haven't figured out yet if those are granted by Lathander or Kelemvor. Level 1 (Minor) - Bless, Detect Evil, Protection From Evil, Remove Fear. Level 2 (Modest) - Cure Disease, Remove Paralysis, Slow Poison. Level 3 (Major) - Death Ward, Negative Plane Protection. Disadvantages: - -2 Charisma penalty. - Can't Charm Animal.[/spoiler]HOLY REDEEMER (Cleric Kit)
[spoiler]Being a Holy Redeemer goes beyond being ordained by some Church. It requires a lifetime of devotion, sacrifice and courage. Clerics of many faiths may become a Holy Redeemer, but this hard path is more usual within the clergy of Torm. They are efficient soldiers against the more common weapons of profane clergy: undead and fiends. Regardless of under which banner they fight, the Holy Redeemer is a force to be feared by necromancers and unholy priests. Pre-Requisites: WIS 9, CHA 12 Dual-Class: Fighter. Alignment: Lawful Good or Lawful Neutral. Weapons: As a regular cleric. Armors: As a regular cleric. Advantages: - May use Redeem once per day as a special ability, starting at level 1. Gains an additional use every 5 levels. - +3 bonus to hit and damage rolls against undead creatures and fiends. - Uses Turn Undead as a priest two levels higher. REDEEM: The Holy Redeemer pleads to PRO_HISHER deity and touches a creature. The effects are as follow: - Undead: 1d8 magic damage for every three levels of the Redeemer. Save vs. Death with a -4 penalty or is destroyed. - Fiends: 1d6 magic damage for every three levels of the Redeemer. Save vs. Death with a -2 penalty or is banned for 1 round/level. - Other Evil Alignment Creatures: 1d4 magic damage for every three levels of the Redeemer. Save vs. Death or becomes feebleminded for 1 round/level. Disadvantages: - May not create undead, resurrect the fallen or summon fiends. - Can't be resurrected.[/spoiler]DEATHSLAYER (Wizard Kit)
[spoiler]The Deathslayer is a necromancer that devotes PRO_HISHER life to the destruction of the undead, striving always to rid the living world of their abominable existence. By mastering the Forbidden Art, this wizard gains a greater understanding of these creatures which are neither fully living nor entirely dead. The Deathslayer's militant opposition to all forms of undead frequently places PRO_HIMHER in direct conflict with other necromancers who delight in creating zombies, skeletons, ghouls and other undying monstrosities. Pre-Requisites: CON 16, INT 9, WIS 16. Dual-Class: Cleric. Alignment: Lawful Good, Neutral Good or Chaotic Good. Weapons: As a regular necromancer. Armors: As a regular necromancer. Advantages: - May use Soul Sacrifice once per day as a special ability, starting at level 1. Gains another use every six levels. - Does not take a 15% penalty when scribing scrolls from other schools. - Hit Die: d6. SOUL SACRIFICE: The Deathslayer sacrifices PRO_HISHER own life force to enhance PRO_HISHER power. Using this ability the Deathslayer loses 25% of maximum Hit Points and gains the following: - +3 to caster level. - -2 bonus to casting time. - -2 bonus to PRO_HISHER Saving Throw vs. Spell and Death. The effects are non-cumulative and last until the Deathslayer is healed or one hour has passed. While this effect is active, the Deathslayer can't be affected by any mean of non-natural regeneration. If the damage taken due to Soul Sacrifice is higher than the Deathslayer's current hit points PRO_HESHE will be killed. Disadvantages: - Has the same spells' restriction as any other Necromancer. - Does not gain a 15% bonus when scribing Necromancy scrolls. - Does not give enemies a -2 Saving Throw penalty against Necromancy spells.[/spoiler]UNDEAD HUNTER REVISION (Paladin Kit)
[spoiler]This holy avenger has honed PRO_HISHER abilities toward the destruction of the undead and other unnatural creatures and is immune to many of their most devastating abilities. Pre-Requisites: STR 12, CON 9, WIS 13, CHA 17. Dual-Class: None. Alignment: Lawful Good. Weapons: Any. Armors: Any. Advantages: - May create a Holy Sword once per day for one hour (starting at level 5). - May Turn Undead as a priest of the same level (starting at level 3). - +3 bonus to hit and damage rolls against undead creatures. - Immune to hold and level drain. HOLY SWORD: Starting at level five, the Undead Hunter may materialize this holy weapon once per day for one hour. The Undead Hunter always uses this blade as a specialist and while wields it PRO_HESHE's under the effect of Bless. Disadvantages: - May not use Lay On Hands ability. - May not use Cure Disease ability. (IWDEE only)[/spoiler]DEATH TRICKER (Thief Kit)
[spoiler]Sometimes seen as heroes, many other times as fools, these thieves make a living by entering places that most people would run away from. Often hired to retrieve artifacts and family heirlooms, the Death Tricker is an expert in evading the undead, breaking into their lair and, first and foremost, getting out alive. Pre-Requisites: DEX 9, INT 12. Dual-Class: Mage. Alignment: Neutral Good, Chaotic Good, True Neutral, Chaotic Neutral. Weapons: As a regular thief. Armors: As a regular thief. Advantages: - Backstab may stun undead creatures (Duration: 1 round, Saving Throw vs. Death with a -2 penalty negates). - +10% to Find Traps and Move Silently. - May use Trick Death once per day as a special ability, starting at level 1. Gains an additional use every 10 levels. - May use Holy Trap once per day as a special ability, starting at level 2. Gains an additional use every 6 levels. TRICK DEATH: "When things go bad stay low and get out quickly". That's the first commandment a Death Tricker will learn while being trained. When this ability is used PRO_HESHE tricks the undead to see PRO_HIMHER as one of their own, being completely ignored by them. While disguised, the Death Tricker can't use items, spells or attack. The disguise lasts for 1 turn and may not work against intelligent undead. HOLY TRAP: Mostly used to cover PRO_HISHER way out of a tomb or den, this trap is a mix of acid and holy water. Any enemy that triggers the trap receives 3d8 points of acid damage and undead receives further 3d8 points of magic damage due to the holy water (no save for both effects). It is said that this trap's name is a bad taste joke, but no Death Tricker ever confirmed or denied it. Disadvantages: - May only distribute 20 skill points per level among thieving skills. - May not use Pick Pockets.[/spoiler]BURIAL DEFENDER (Fighter Kit)
[spoiler]The Burial Defender is a barbarian appointed by the shamans of PRO_HISHER tribe to watch the sacred graves of PRO_HISHER people. In rare occasions, however, PRO_HESHE may be designated by the elders to some journey - usually to face some evil non-living force that is foreseen to menace the tribe. Pre-Requisites: STR 12, CON 12, WIS 12. Dual-Class: None. Alignment: Lawful Good, Neutral Good, True Neutral. Weapons: As a regular barbarian. Armors: All up to and including studded leather. No shields allowed. Advantages: - May use the Ancient Wrath ability once per day, starting at level 1. Gains an additional use every 4 levels. - May achieve Mastery in Two-Handed Swords, Halberds and Axes. - +5 bonus to hit and damage rolls against undead creatures. - Moves 2 points faster than other characters. - -2 bonus to speed factor. - Immune to disease. - Immune to fear. - Hit Die: d12. ANCIENT WRATH: This is a special sort of barbarian rage, developed by binding a Spirit of Fury to the Burial Defender. The enraged state lasts for five rounds and grants +5 bonus to STR, +3 bonus to Saving Throw vs. Spells and Death and one extra attack per round. When embracing the Ancient Wrath, there's a 5% chance that the spirit will take control of the barbarian, making impossible for PRO_HIMHER to distinguish friend from foe. Disadvantages: - Can only become proficient in ranged weapons.[/spoiler]GRAVE MOURNER (Bard Kit)
[spoiler]Where this bard appears a tragedy has occurred. It's PRO_HISHER responsibility to organize the funeral and tell tales of the departed, as well as comfort the hearts of those who are in grieve. It is said that whenever a Grave Mourner attends an undead will never be raised. It is also known that these bards are often hired by wealthy families to return an inconvenient ancient relative to the grave before a scandal begins. Pre-Requisites: DEX 12, INT 13, CHA 17. Dual-Class: None. Alignment: Neutral Good, True Neutral, Chaotic Neutral, Chaotic Good. Weapons: As a regular bard. Armors: None. No shields allowed. Advantages: - Instead of the regular Bard Song sings the Requiem. - May recite the Tale of Dreadful Deeds once per day, starting at level 1. - May sing the Song of the Beloved One once per day, starting at level 6. - May proclaim the Ballad of the Gods' Wrath once per day, starting at level 11. - May chant the Melody of Warm Memories once per day, starting at level 16. - May declaim the Poem of the Dying Conscience once per day, starting at level 21. TALE OF DREADFUL DEEDS: The Grave Mourner starts a narrative about heroes that overcame powerful undead in glorious fights. Any undead hearing this tale must make a Saving Throw vs. Spells with a -2 penalty or become deafened for 5 rounds. SONG OF THE BELOVED ONE: The Grave Mourner mocks the undead by remembering it of the people that it will never see or touch again. Any undead hearing this mockery must make a Saving Throw vs. Spells with a -2 penalty or become berserker for 5 rounds. BALLAD OF THE GOD'S WRATH: The Grave Mourner exalts ancient tales of mighty gods vanquishing the undead. Any undead hearing this exaltation must make a Saving Throw vs. Spells with a -2 penalty or become frightened for 5 rounds. MELODY OF WARM MEMORIES: The Grave Mourner pretends to be an old friend of the undead. Any undead hearing this act must make a Saving Throw vs. Spells with a -2 penalty or become dominated for 1 turn. POEM OF THE DYING CONSCIENCE: The Grave Mourner speeches firmly to the undead remembering that it is nothing but a rotting corpse and a piece of void. Any undead hearing this poem must make a Saving Throw vs. Spells with a -2 penalty or become stunned for 1 hour. REQUIEM: This sad song breaks the spirit of the enemies, giving them a penalty to Luck. There is no save against this effect and the creature doesn't need to understand what the bard is singing. The penalty is -1 at level 1, -2 at level 15 and -3 at level 20. Disadvantages: - Can't learn any Bard Song, except for Requiem. - Can't get the Enhanced Bard Song HLA. - Can't get the Use Any Item HLA.[/spoiler]CIRCLE ENFORCER (Druid Kit)
[spoiler]The Circle Enforcer is a druid appointed by those above PRO_HIMHER in the Circle to be its defender. To fulfill PRO_HISHER duty, the Circle Enforcer learns particular ways of using Nature's weapons against its defilers. Because of PRO_HISHER responsibilities, it is forbidden to PRO_HIMHER to call animals for aid. As a keeper of the natural order, this druid is specially devoted to defeating unnatural beings having special training to do so. Circle Enforcer will not get along with Lost Druids, probably fighting them to the death. Pre-Requisites: WIS 12, CHA 15. Dual-Class: Fighter. Alignment: True Neutral. Weapons: As a regular druid. Armors: As a regular druid. Advantages: - +2 bonus to AC, hit and damage rolls against constructs, fiends, lycanthrope and undead creatures. - May evoke Nature's Wrath, starting at level 5. Gains improved uses at levels 7, 9 and 11. NATURE'S WRATH This special ability allows the Circle Enforcer to use one of the following spells of each level once per day. I) Fireball, Icelance, Lightning Bolt. II) Ice Storm, Smashing Wave, Static Charge. III) Cone of Cold, Spire Stones, Sunfire. IV) Chain Lightning, Flesh to Stone, Whirlwind. Disadvantages: - May not summon animals to PRO_HISHER aid. - Cannot Shapeshift.[/spoiler]PALLID MASK (Monk Kit)
[spoiler]The Order of the Pallid Mask is a group of monks at the service of Jergal who specialized in combating the undead whose existence is not sanctioned by the Church or who have proven to be troublesome - as well as their creators. They also are the supervisors of the skeleton and zombie work crews that the Church sometimes ran to profit itself. Pre-Requisites: DEX 9, CON 11, WIS 9. Dual-Class: None. Alignment: Lawful Neutral. Weapons: As a regular monk. Armors: As a regular monk. Advantages: - May invest points into the Detect Illusion ability (starts with 5%). - +2 bonus to hit and damage rolls against wizards, priests and undead creatures. - May cast Hold Undead as a special ability, starting at level 5. - May cast Repulse Undead as a special ability, starting at level 11. - May cast Control Undead as a special ability, starting at level 15. - May use Disrupt Heretic once per day as a special ability, starting at level 7. Gains an additional use at levels 9 and 13. DISRUPT HERETIC: During the next turn, every melee attack delivered by the Pallid Mask lowers the target's chance to successfully cast spells by 10% for 5 rounds (cumulatively). On top of that, undead creatures must succeed in a Saving Throw vs. Death or be destroyed. Disadvantages: - Gains an additional use of Stunning Blow every six levels (instead of four). - May not use the Quivering Palm ability. - May not use the Lay on Hands ability. - May not use the Find Traps ability. - Can't be resurrected.[/spoiler]DREADFUL WITCH (Shaman Kit)
[spoiler]Some women decide to live on her own terms and retreat into deep forests where they commune with Nature and learn the dark secrets that land upholds. The ones who choose to pursue this source of power end up learning dread ways to cast terrible curses upon other beings. The women who master this Dark Art are called Dreadful Witches by those who are lucky enough to survive an unfortunate meeting with one of them. Obviously, only females can be Dreadful Witches. Males who try to seize this kind of power tends to die very quickly. Pre-Requisites: CON 12, WIS 12. Dual-Class: None. Alignment: Neutral Evil. Weapons: As a regular shaman. Armors: As a regular shaman. Advantages: - May cast Animate Dead once per day as a special ability, starting at level 5. - May cast Cacofiend once per day as a special ability, starting at level 15. - Shamanic Dance bestows special curses instead of summoning spirits. CURSES It is not possible to stack Curses. Every time a Curse is selected, the Dreadful Witch takes 1d3 points of magic damage and additional damage for every round that she sustains the Shamanic Dance (the amount depends on the effect). The target can make a Saving Throw vs. Death with a -1 penalty for every six levels of the Dreadful Witch to avoid the effects. Once a Curse lands, it will affect its target for at least 3 rounds. The following Curses can be cast: - Level 1 (Misfortune) Enemies take a -2 penalty to Luck. Dreadful Witch takes 1 point of damage per round to sustain. - Level 3 (Rage) Enemies go berserker. Costs 1 point of damage per round to sustain. - Level 5 (Terror) Enemies flee in panic. Costs 1 point of damage per round to sustain. - Level 7 (Madness) Enemies get confused. Costs 2 points of damage per round to sustain. - Level 11 (Emptiness) Enemies becomes feebleminded. Costs 2 points of damage per round to sustain. - Level 13 (Agony) Enemies feel unbearable pain. Costs 3 points of damage per round to sustain. - Level 15 (Servitude) Enemies are charmed. Costs 3 point of damage per round to sustain. Disadvantages: - May cast one fewer spell per level per day. - Hit Die: d6.[/spoiler]IMPRISONED SOUL (Sorcerer Kit)
[spoiler]An Imprisoned Soul is someone who was supposed to be dead but at the moment of PRO_HISHER departure something went wrong and PRO_HISHER spirit got trapped into the body. Legends say that this happens when the process to become a lich goes wrong, but no scholar was able to confirm or deny it. As all the documented Imprisoned Souls are human and only humans can become necromancers, that theory tends to be accepted. What is known is that an Imprisoned Soul is neither dead, alive or undead, but something else: a hollow being that simply exists. Due to PRO_HISHER nature, an Imprisoned Soul is especially vulnerable to Necromancy and to magical energy. Pre-Requisites: CON 12, WIS 12, CHA 12. Dual-Class: None. Alignment: Lawful Neutral, True Neutral, Chaotic Neutral. Weapons: As a regular sorcerer. Armors: As a regular sorcerer. Advantages: - Immune to Cold damage and Level Drain. - May cast Devour Essence once per day as a special ability, starting level 3. - May cast Death Touch once per day as a special ability, starting level 7. - May cast Empty Vessel once per day as a special ability, starting level 11. - May cast Beyond the Veil once per day as a special ability, starting level 15. DEVOUR ESSENCE This ability allows the Imprisoned Soul to drain and absorb the negative energy from an undead. The non-living takes 1d4 points of magic damage for every two levels of the Imprisoned Soul (Saving Throw vs. Death for half). If the undead is destroyed in the process, its essence heals the sorcerer by 4 hit points. DEATH TOUCH The Imprisoned Soul connects PRO_HIMHERself with the Negative Material Plane and emulates the effect of an undead's touch. Being alive, however, makes impossible to control what undead will be emulated. There's a 20% chance for each of the following effects: - Shadow Touch: 1d4+1 damage, plus draining two points of Strength (no Saving Throw allowed). - Ghast Touch: 1d8 damage, plus paralyze for 5 rounds (Saving Throw vs. Paralysis negates). - Mummy Touch: 1d12 damage, plus disease (blindness and 1 damage per round during 5 rounds - Saving Throw vs. Death negate both effects). - Ghost Touch: No damage, slow and fear for 5 rounds (no Saving Throw allowed). - Vampire Touch: 1d6 + 4 damage, plus draining one level (no Saving Throw allowed). All effects bypass Magic Resistance and have absolutely no effect on undead creatures. EMPTY VESSEL The Imprisoned Soul may disconnect PRO_HISHER soul from PRO_HISHER body for a brief moment (1 turn). While in this state, the sorcerer gets lethargic, receiving a penalty of 50% to movement rate, however, PRO_HESHE is able to see the things as they truly are and protect PRO_HISHER mind against charm, fear, feeblemind, berserker and confusion. BEYOND THE VEIL The Imprisoned Soul deepens PRO_HISHER connections with the Negative Material Plane, existing in both planes at once. During the next 3 turns, the sorcerer is immune to non-magical weapons, can't be attacked by undead creatures and gains a +3 bonus to caster level and casting time. The downside is that PRO_HESHE gets even more vulnerable to magic damage (another 50% penalty) and Necromancy (another -1 penalty for Saving Throw). Disadvantages: - Suffers a -2 penalty on Saving Throws against Necromancy spells. - Has 100% vulnerability versus magical damage. - May cast one fewer spell per level per day.[/spoiler] --- The Circle Enforcer, the Dreadful Witch, and the Spirit Redeemer are fully compatible with Deities of Faerûn's sphere system and receive the follows access: * Circle Enforcer: Major: All, Protection, Combat, Air, Water, Earth, Fire Minor: Healing, Sun, Creation * Dreadful Witch: Major: All, Necromantic, Suffering, Plant, Darkness, Summoning, Earth Minor: Healing, Animal, Thought * Holy Redeemer: Major: All, Protection, Sun, Combat, Creation, Fire Minor: Healing, Moon, Divination, Vocal The Dreadful Witch component is compatible with Improved Shamanic Dance. The Holy Redeemer component is compatible with Deities of Faerûn. The Circle Enforcerer kit can be given to Jaheira. --- I want to thank everyone that helped me build these kits, specially @Gwendolyne @kjeron @Grammarsalad and @subtledoctor And all the modders of the community because most of what I did was based on reverse-engineering other mods and reading their tutorials (a special mention to @CamDawg here)Link to Download
--- For future references, info about all my mods (bug fixing, new releases) may be also found on my Twitter: /raduziel Thanks.↧
Raising Charname - Minimal Reload Thread (BG1-SoD-BG2 Spoilers)
Hello, since we have an official no-reload thread managed by @Ygramul , I thought we could use an official minimal reload thread to go along with it. This thread will be for people like me who lose their no-reload status, but would like to continue sharing their runs.
The main spirit of a good minimal reload is that, first, you only reload if Charname dies. Under no other circumstance can you reload and still consider it a minimal reload. If you think there should be an exception to this rule, it's okay, but just explain that you reloaded and why.
The second element of a good minimal reload, is that you keep a counter at the bottom of your posts of how many times you have reloaded, and preferably keep a list of why Charname died and where.
The last thing is that you should share your game build, that is, tell what mods you have if any, and give full disclosure about difficulty settings and the like.
So, those are the "rules", but they are flexible as long as you explain your reasoning why you "bent" or "broke" the "rules".
So, without further ado, here is my current run.
I am using version 2.0 without any mods, Core Rules.
I first lost my no-reload status during Neera's encounter. It has been changed and re-scripted to make it much more difficult. I kind of got sore and made some sour-grapes posts about that in the no-reload thread. Sorry about that. I've calmed down and accepted that I am playing a BG game that has a lot of changes in it that I don't know about yet, and some dying to those changes is inevitable.
After I decided to keep playing and not accept that first death as legitimate, I now have had Charname die without any question of the fairness of the death. I was just plain careless and stupid. I tried to tank an ettercap in a "you have been waylaid..." encounter in the Cloakwood. I got poisoned. I tried to use Bhaalspawn Slow Poison, and it got interrupted. I then tried to drink an antidote, but my aura wasn't clear, so it was far too late. End of no-reload, no argument possible. ;)
One thing I really like about 2.0 is that you can see in a single screenshot of the quest journal exactly where I am in the game now without my having to explain it.
[spoiler]
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Reloads: 2 - Neera's encounter, ettercap random encounter in the Cloakwood
Come on, all minimal reloaders! Let's share our runs, even with very short posts showing the quest journal and a reload counter, and make this a thing in our forums! Who will be the first to do a complete minimal reload of the entire trilogy including SoD, with fewer than 5-10 reloads?

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Any way to fix the zero damage spell interruption bug?
When a mage or priest takes damage that they are immune to, their spell still gets interrupted. This has been fixed in BG1EE, but is still a problem in BG2EE. Is this possible to mod, and if so are there any mods that fix it, and where would one start to mod this?
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Suggestions Thread: Structural (file formats, references, "hardcodedness", configuration)
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 Structural Suggestions. In order to preserve the working (for 15 years!) arrangement of NWN's engine, Trent Oster has mentioned (in his live stream) that he does not think it is as good of an idea to change the structure of the game as it would be to change the individual components, but I think there are certainly some concepts that may fall into the realm of "structure" for future considerations.
Structure changes could be the adoption of new file formats (such as the new .shd shader files), the way the game utilizes .ini configuration documents, which aspects of the game are controlled by scripts compared to data, where source text comes from (tlk, nss, 2da, etc.), and how the game handles game resources (preloading haks for multiplayer server character creation, buffering textures, directory layout).
Feel free to post your suggestions below in a hopefully clean and concise manner, and if you have time, try to read the other suggestions so you don't duplicate any requests.
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Download stuck

Hello,
trying to reinstall the game, it froze at halfway, resumed for some reason, now its perma stuck at 99%
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I would like to renew the call for higher level cap and more than 3 classes
In the toolset, we can potentially set class levels to 60. PER CLASS. Leading to monsters with 180HD. Now, I'm not saying that Players should be able to go as far (I daresay that lvl 100 would be more than enough for most builds, once class numbers are increased and metamagic/feats in general are unhardcoded - to make it viable for spellcasters). A proper template system would also help.
My point is, the engine can handle it. And I seem to recall that, in the non-enhanced toolset, you'd only go to 60 in total.
The potential is there, why let it go waste?
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Log in problems
Hi I have recently tried to log in on my beamdog client as it says i'm offline however all the rest of my internet is working. I must therefore ask if you have any problems on your end?
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Where does the WeiDU language come from?
I'm learning the basics of IE modding, including some basics of the WeiDU language, and I'm quite curious about the origins of this language. Did Weimer create it from scratch or did he use another language as a starting point? I've heard that it's based on C, but it doesn't really look much like C. So where does it come from?
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Eve of War [Work in progress]
Eve of War
Highlights
- Currently contains approximately 28,000 words of new text. Including unique dialogue options based on alignment, race, stats, classes, and kits. - Contains 17 new quests, new approaches and outcomes for existing quests, new areas, and four new joinable NPCs. - Removes many existing main plot restrictions: [spoiler] Candlekeep: On top of the usual method a player character can now also leave Candlekeep after either attacking Gorion or after turning Candlekeep hostile. Removing Gorion's instant death restriction in the process (though Tethoril retains his own). Lion's Way: Allows a player to reject Imoen during their initial meeting after Gorion's death (she will sneak back in to Candlekeep). If you kill Imoen while in Candlekeep in the prologue she won't appear for this initial meeting. If you reject her initially you won't be able to pick her up again until chapter 6. Cloakwood Mines: Players can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate. Obviously taking over a mine run by slaves has its consequences. Baldur's Gate: Removes Duke Eltan's auto-kill used on players that refuse to tell him what they know about the Iron Throne. Players who wish to can acquire the necessary book and chapter advance needed to return to Candlekeep by helping the Thieves Guild after being requested by Alatos. Regardless of who they choose to help out they can also hand over Balduran's Logbook at the doors of Candlekeep as well. Coronation Ceremony: A player character can bring Duke Eltan's body to the ceremony, who will himself call Sarevok out on his treachery. Sarevok, sensing that he has failed, will then choose to attack. In general players who have returned Duke Eltan to the harbormaster will not be instantly killed by the grand dukes. If Liia and Belt are killed then its not an automatic death for the player. Provided you have saved Duke Eltan.[/spoiler] - Incorporates information from PnP sourcebooks regarding this region of the world. Locations like Beregost, Nashkel, Gullykin, Durlag's Tower, the Firewine Ruins, and the Firewine Bridge are adjusted to reflect what books like the Forgotten Realms Campaign Setting, Lands of Intrigue, and Volo's Guide to the Sword Coast say about them. Existing characters are adjusted to reflect their stats and abilities as mentioned in the Heroes Lorebook. - Incorporates unused files and dialogues from the original game. - The mod has main components and secondary components. I've organized it however so that if you just want one component (for instance an increase in how often it snows in Nashkel) it shouldn't be a problem. This mod largely begins once you enter Beregost. Its storyline expands over the course of chapters 3, 4, 5, 6, and 7 though there will be some minor additions made in Chapters 1 and 2. More details follow [spoiler] Friendly Arm Inn - On the northern edge of the map along the road you can run into a caravan (a merchant with a dead horse and a dead woman found down the road from him). You can claim you are a bandit and then threaten to take his goods. This is taking advantage of the unused banmer.dlg file from the original game (chapter 3). If you have taken the goods then when you encounter the bandits in either Peldvale or Larswood you can use it to convince them of your worth. - The Friendly Arm Inn's courtyard has been converted into a makeshift warcamp. Flaming Fist troops can be found training in it (chapter 5 or later). Beregost - Adds a town watch headquarters to Beregost and labels the Travenhurst Manor as the Town Council building. - Kelddath Ormlyr, Taerom, and a Familiar (representing Thalantyr) are now added around the table in the Town Council buildings first floor. - Adds a watch to the streets of Beregost (this occurs starting in Chapter 3). - Adds Modest (a drunk Blade) to the towns inns (his location will vary to a degree depending upon the time of day). - Adds a thief named Bethi to one of the gardens in the north-west corner of Beregost. She sells you iron goods that won't break as well as some specialty items from Waterdeep. - Acolytes of Lathander can be found in the Burning Wizard (tending to the wounds of town watch members and soldiers) - An Acolyte of Lathander is now serving the temple (instead of Kelddath). - A head smithy is now serving the smithy (instead of Taerom) - The Flaming Fist now have a much more visible presence in the city, alongside the town's watch (Chapter 5). This presence again increases in chapter 6. Their dialogue discusses how the situation is unfolding and it will adjust depending on the chapter. - Local bartenders and acolytes in the temple (through acquired drinks and temple donations) comment on the fear they now have over the possibility of a war. (not yet implemented) High Hedge - An Aquatic Elf can now be found near a pond in the north-west corner of the map. She can be pressed about what she knows about Thalantyr (she will play a further role in this mod when I update it post-release). She is based off a mention in Volo's Guide to the Sword Coast of Thalantyr talking to someone underneath the surface of the water. South of High Hedge - You can find a journal on Bassilus now. You can either read the journal and travel to the Mountain of Skulls (a Cyric Stronghold in the Cloudpeaks), or you can talk to Kelddath to learn more about what he knows about Bassilus beforehand. This is part of a quest that involves wiping out any followers of Cyric in the region. South South of High Hedge - On higher difficulty levels Drizzt and his full group of companions (who have been largely adjusted to fit their descriptions in the Heroes Lorebook) can be found here. Remember though, if you attack one you attack them all! Nashkel - Jasha Istor will approach any party trying to enter Nashkel and demand that they pay her off (she is an Icepriest of Auril). She offers temple services and you can also donate to her (through dialogue options) in order to lower your reputation. A low reputation character can also buy specialty goods from her (including the Snow Maiden's Reaver that exclusively does cold damage that is normally found in Icewind Dale and Icewind Dale Enhanced Edition). -The Inn in Nashkel has been renamed the Northern Light Inn. Its owner is now a mage by the name of Reis Kensiddar. - The store in Nashkel is now named the Cloud Peak Outfitters and is run by a halfling named Salla Pitontoe. - The probability of it snowing is increased to 50 percent. It also will start snowing now when you first arrive in town (this is due to Nashkel being 2000 feet above sea level). - A thief will appear late at night for those looking to purchase weapons and items from the Shadow Thieves in Athkatla (chapter 3 or later). (not yet implemented) - The town's mayor will remain in front of the temple at the conclusion of the quest regarding the Nashkel Mines (normally I believe he disappears). If talked to again he will complain about the increase in troops. - In chapters 6 and 7 there will be additional Amnish troops stationed in the town. (not yet implemented) Carnival and Nashkel Mines - The probability of it snowing is increased to 50 percent (this is due to Nashkel being 2000 feet above sea level). Archaeological Site/Brage Area - You can cast Remove Curse on Brage. This will cause him to come to his senses. You can also now return him to the garrison instead of just taking him to the temple. Gullykin - Gullykin is now a wild magic area. This is where you can find Yeorg. Firewine Bridge - The Firewine Bridge is now a wild magic area. Firewine Ruins - The Firewine Ruins now have more magical creatures, to reflect the descriptions provided in Volo's guide. This includes, but is not necessarily exclusively limited to, lesser clay golems and other constructs. If you have a specific wardstone in your inventory you can pass by these golems without having them attack you. [spoiler]The wardstone is found in the inventory of a junk dealer in Baldur's Gate[/spoiler] Bandit Camp - The Chill in the camp have been updated to more accurately reflect how they are depicted in Gold and Glory. Their portion of the camp now contains a mix of goblins, hobgoblins, orcs, and ogres. - The Black Talons now have female bandits. This makes them more consistent with how they are depicted in Gold and Glory. - In PnP (Gold and Glory) Taugosz Khosann (the leader of the Black Talon) is described as being a level 11 fighter (he is only a level 8 fighter in Baldur's Gate) He's also supposed to have 18/94 strength as opposed to the 18/43 strength he has in BG. I've made him level 11, adjusted his saving throws, health, and Thac0 accordingly. He's also been given 2 points towards sword and shield style. I have not changed his equipment. - As per PnP (Gold and Glory) Ardenor Crush now is wearing Gauntlets of Ogre Strength. He now has comparable Thac0 and abilities to a level 10 fighter (which is consistent with how he is described in Gold and Glory). I've updated his thac0, health and saving throws accordingly. - Taugosz will approach the party after they enter the tent and retrieve the letters. He will inquire as to what they were doing in it. Cloakwood Forest - You can now cast "Remove Curse" on Centeol, which causes her to transform back into a sorceress. This presents an alternative to outright killing her. - Characters can now choose to take control of the mine instead of flooding it. This gives you a varying degree of income that you can pick up every three days from a store in the south-west of Baldur's Gate. - There are additional dialogue options for druid and avenger characters. Ice Island - The Ice Island now has remorhaz that appear instead of ankhegs. Werewolf Island - Karoug is now able to be hit by any magical weapon. The Cold Iron restriction is removed. He instead has 50% magic resistance like other Greater Wolfweres. Instead of doing 1d12 damage with 3 attacks per round he has two 1d6 slashing attacks and a 2d6 piercing attack. He will also randomly summon 2d6 Dire Wolves in the event that his allies are killed and now regenerates at 8hp/second. These changes are to make him more in-line with what is found in PnP (as well as the 9th level Shapechange mage spell). Non-ship wolfweres now have 10% magic resistance to keep them consistent with PnP. Daese and other wolfweres within the ship have 25%. Baldur's Gate (the city) - The Temple of Umberlee now allows you to purchase goods from them and receive church services (chapter 5 or later). (not yet implemented) - A temple dedicated to Mask now exists in the thieves guild. (not yet implemented) - The compliment of Flaming Fists in the streets is increased (chapter 6 and later). (not yet implemented) - You can talk to "Merchants" found outside who will complain frequently of the rising levies on their goods to pay for this increase in troops, as well as the demands made on their businesses. (not yet implemented) - 7 new marketplaces have been added to the city. Some of these sell trivial, unusable luxury items, while others sell weapons, potions, and armor (this is meant to add some more flavor to the streets) (not yet implemented) - One (rather hardcore) optional component changes how parts of chapter 7 are handled in Baldur's Gate. You now must be smuggled across the river (using a smuggler available in the original game) in order to enter and exit the city. Prior to the ceremony your access to Baldur's Gate becomes severely limited. You won't be able to quick travel into the city and even your travel in the streets of the city will be limited. The sewers will become very necessary if you want to avoid the Fist. - The Flaming Fist will now patrol the streets looking for you, instead of simply standing around. (not yet implemented) - Beggars now have flies flying overtop of their heads. Extremely low reputation parties can give them a donation and (provided they acted respectfully when doing so) can get a small reputation increase. Final Battle - Sarevok has been updated to more accurately reflect the ability of a level 15 fighter. His equipment is now more in-line with what you might expect a level 15 fighter to have in the case of BG2EE (which I think is fair given that his father is wealthy and he is an experienced adventurer). More details on this will be released when the mod is released. - (if you have the bandit camp component installed) Grangor will appear in the final battle if Ardenor (in the bandit camp) was killed. He is a level 14 wizard and casts spells appropriate for that level. Quests - Contains 12 new quests. Some mundane ones - You are given a series of tasks to secure cheaper tavern drinks for Beregost's town watch. - You are given a quest to get Modest back on his feet. You must convince him to serve as a junior member of the town council or as a lieutenant in the town watch. - There is a quest involving acquiring obtaining better armor and weapons for the towns town watch from Bethi. - Scout out Nashkel's forces for the Flaming Fist Sergeant. (Chapter 6 or later) And some larger ones - You are asked to root out the cult dedicated to Cyric found in the Cloudpeak Mountains. - Kelddath Ormlyr wants you can get the leaders of other small communities near Beregost (Gullykin, the Friendly Arm Inn and Ulgoth's Beard) to agree to take any refugees in the event of an invasion. (work in progress) - Either kill Duke Eltan for Alatos or discover and kill any Zhentarim influence in the city (this comes to you in the form of a letter from Lord Piergeiron of Waterdeep). (Chapter 7 only) (not yet implemented) [/spoiler] Yeorg - an evil Dragon Disciple NPC. [spoiler] Who is Yeorg Yeorg is a level 4 Dragon Disciple. He is found in Gullykin. The reason he is there (at least the reason he initially tells you) is to search for artifacts in Durlag's Tower and the Firewine Ruins. The reported existence of a wild magic zone around Gullykin (which is actually mentioned in Volo's Guide to the Sword Coast) has only served to peak his interest in the region. Yeorg, Dragon Disciple (level 4) Human Neutral Evil STR: 16 DEX: 9 CON: 15 INT: 15 WIS: 16 CHR: 15 Total = 86 Starting HP: 24 hp (which includes the constitution bonus) Innate abilities: Dragon Disciple abilities. Biography: When asked about his past Yeorg is reluctant to delve too much into details. He mentions that he is from Caer-Dineval, an otherwise unremarkable fishing village and one of the Ten Towns. When asked about his family he seems to have little interest in furthering the discussion, though when the topic of his ability to breathe fire is brought up he does explain that it is trait that Yeorg inherited from a distant ancestor's relationship with a red dragon. His name itself interests you and when you ask him about it he states that he is named after a warrior in his family, someone who many years prior fought amongst the frozen dales of the north. When pressed on his reasons for travelling to Gullykin he declares that he will tolerate no further inquiries into his nature or business. Character Conceptualization (most of what you see here probably won't get an in-game explanation for it) Stats Strength, Dexterity, Constitution Yeorg is unusually physically strong and hearty for a spellcaster. However, that strength comes at the price of a lack of agility. Intelligence and Wisdom As for his the intelligence and wisdom I wanted to differentiate him from Baeloth and to give him stats that I felt were more representative of where the character is heading (he is above average intelligence certainly and this has allowed him to be smart enough to recognize opportunities when they come about and to work his way into them). In at least a few ways I view him as an opposite of Baeloth (whose comparison is sort of inevitable given they share the same main class). Whereas Baeloth seems more interested in creating a spectacle and with having large scale plans, and arguably shows a lack of wisdom with his endeavors, Yeorg favours slowly gaining ability through much less grandiose means. Yeorg is still interested in acquiring power but he is much more risk averse and is much more concerned with always having an escape plan or way out of an arrangement or situation. Yeorg is also fairly familiar with the history behind the Firewine Ruins, Gullykin, and Durlag's Tower. If you are interested he may offer to share his knowledge with you, but only really if he feels like he is gaining something from doing so (which in this case is really as simple as informing you of potential dangers he has read about so that you don't get him killed). Alignment Yeorg can be cruel if the situation calls for it, but most of the time he is more interested in keeping the money rolling in or his other plans moving forward. He has no qualms about killing, stealing, or basically doing anything to get what he wants, including killing his partners in crime if the situation calls for it. He would prefer a situation not come to that however, if only because it tends to mean that matters have become more complicated than he would prefer. Starting Location: AR4013 (a small hut in the north-east part of Gullykin) Reason for his presence in Gullykin He's actually a member of the Cult of the Dragon. He has been tasked by his superiors to find an artifact that was once held by a powerful dragon in the region. He has tracked it down to somewhere around Gullykin, though he can't say he knows with absolute certainty. [spoiler]As it turns out it can be found near the bottom of Durlag's Tower (in the room with the giant dragon corpse).[/spoiler] Spells: Level 1: Burning Hands, Identify, Shield Level 2: Agannazar's Scorcher [/spoiler] Daran Highhammer (Siege of Dragonspear only) [spoiler] (Note: The following are the mods stats and abilities regarding Daran. They may not correspond with his stats and abilities in-game without this mod being installed.) Class: Fighter/Thief Kit: Vermin Slayer Alignment: Neutral Good STR: 18/10 DEX: 17 CON: 14 INT: 11 WIS: 9 CHR: 11 Proficiencies: Short Sword: ** Crossbow: ** Short Bow: * Single Weapon Style: * Thief Skills His highest thieving skills will be Find Traps, Move Silently, and Hide in Shadows. He will be pretty weak in everything else. Kit: Vermin Slayer VERMIN SLAYER: The Vermin Slayer is a highly skilled specialist who enters the tunnel systems of monsters such as kobolds and goblins with the intention of eradicating them. Vermin Slayers are also adept at negotiating the constricted passages created by giant rats, centipedes, and other pests and vermin. They are used to fighting in confined spaces and are experts at hiding in shadows, where they wait to surprise their prey. Vermin Slayers are similar to Pest Controllers, but where a Pest Controller uses traps to catch his prey, Vermin Slayers actively hunt victims with light crossbows and other assorted weapons. Bonus - It grants +1 Thac0 and +2 damage against a variety of pest related enemies (as well as certain types of humanoids). I won't say all of them (but it has been tailored towards what you face in SoD and BG2EE). Most of these enemies are individually fairly weak, but tend to appear in groups. - It gives +5 to Find Traps, Hide in Shadows, and Move Silently Penalty - 10 to Pick Pockets Restrictions - Only accessible by Daran Highhammer Biography: When asked about his past, Daran comments that he isn't used to this kind of conversation. Most of the time his conversations involve customers who are far more concerned with his ability to stop the kobolds running around their living space from "mukin up everthin." Daran describes how he is a Vermin Slayer, a highly respected group of fighter/thieves in dwarven society that train specifically to fight creatures like goblins, kobolds, and spiders in confined spaces and passages that other dwarves would never dare fight in. As he explains it he isn't one to go "trotten about" looking for an adventure, but rather prefers to see people find him. It’s no wonder that he seems quite happy to be assisting you on your quest to defeat Caelar. Where you find him: You find Daran in a rather nasty situation. He's agreed to do a job but his client has been less than honest with him. The result of this is he's caught up in a situation that seriously threatens his own life, as well as threatens his ability to get paid. It also threatens the lives of those who came with him on the expedition that he is on, though at present he is less than concerned about their lives. As far as he's concerned his clients did not adequately explain the risks of this expedition and what happens to them as a result is their own fault. Characterization: He wants to make the realms a better place, but the reality is that in the circumstances you find him in he doesn't have the tools for the job, he's not really looking forward to fighting these enemies (and potentially getting killed) given how uncertain he is about getting paid for his work here, he doesn't want to unleash these enemies on the innocent, and he wants to ensure Caelar's forces don't cut off their escape. You encounter him with all these things in motion and he is just sort of reacting to something that has only recently transpired. [/spoiler] Storyline (BGEE) [spoiler] Chapter 1 Politics, intrigue, and murder. No tale involving the Sword Coast would be complete without these three things. Troubles are brewing along the Sword Coast. The region struggles to adapt to ongoing problems eminating from an iron mine in the Amnian town of Nashkel. Iron shipped from the mine appears to contaminate even proven iron, leading to farmers and soldiers alike reporting the metal breaking under limited strain. As if that wasn't enough, a recent rise in bandit raids along the Coast Way has only worsened matters for the region. The raids have proven to be devastating to the caravans that pass through Beregost on their way to Baldur's Gate. Concern over these raids is mounting and Kelddath Ormlyr, the leader of Beregost, has convened a meeting to decide what actions are to be taken. In the interim a town watch has been formed in the town. Led by one "Commander Darren" (a veteran of the Second Dragonspear War) this watch however has but a handful of members. Having heard of the troubles in the region the Amnian Council of Six has ordered troops to be moved northward from Athkatla towards the town of Nashkel. While its mayor is concerned about the town's ability to handle this increase in troops the council concerns itself with far more important matters. With the nation's forces engaged against a series of ongoing rebellions along its southern borders Amn fears losing access to a vital supply of iron. Interest in the town is growing and even organizations that share little common values now seek to determine what exactly has transpired. Concerned with finding a resolution to this crisis Berrun Ghastkill has requested the aid of adventurers to help resolve the matter. Chapter 2 The shortage of iron continues unabated - as do the caravan raids. Beregost's town watch is now actively recruiting and training men and women who have answered the town's call to arms. Chapter 3 The Nashkel mines have been cleared, though the effects of the iron crisis are expected to continue for quite some time. Worse still, bandit raids continue to plague the region. A small band of Flaming Fist members have reached Beregost, though not enough to make any real difference. Left with no alternative the town's watch have mobilized. A small number of the watch now patrol the immediate land around Beregost and protect many of its finer establishments. Concerns continue to mount across the region over the role of Amn and the Zhentarim on the iron crisis and bandit raids. Many claim that this is a conspiracy on the part of Amn to deny iron to Baldur's Gate - all happening under the prelude of an invasion. Word has spread of your efforts in the Nashkel mines though this has done little to quell local fears. Where desperation and despair lurks profiteers have answered. With weapons still brittle from the iron crisis profiteers have been shipping in new weapons from far away lands - leading to an arms buildup across the region. Where once smuggling was frowned upon the thieves guild in Baldur's Gate has found new life and opportunity. Through this they have begun expanding their own influences and padded pockets where needed. Chapter 4: With rumours of Amnian plots swirling in Baldur's Gate tensions continue to rise towards Amn. With the situation in the Wood of Sharp Teeth resolved it would appear as though much of the banditry that plagued the region has also declined. Even still, they remain a potent force in the region. Despite any successes you have had against these bandits there remains a very real concern over if the situation has been adequately handled. As word reaches Amn of the resolution of the problems at Nashkel's mines, and merchants to the City of Coin speak of the animosity towards Amn that is brewing, Amn's Council of Six has begun to lose confidence in the willingness of Baldur's Gate's leadership to handle address false statements towards Amn's involvement in these matters. Agents of the Shadow Thieves have been dispatched to Baldur's Gate to access the situation. Chapter 5 Concerns continue to mount over the declining relationship between Baldur's Gate and Amn. An exact set of actions appear to be still debated amongst the Grand Dukes, though a handful have been agreed upon. Understanding the difficulty in holding back the forces of Amn Duke Eltan has ordered vulnerable areas to the south be better protected. At the great reluctance of Bentley Mirrorshade the Friendly Arm Inn's courtyard now houses a small compliment of Flaming Fist. Flaming Fist troops continue to train there and stand ready to serve should the worst transpire. The Friendly Inn is not alone in this treatment however, as in Beregost fears of a conflict have only served to escalate the situation there. Under Eltan's orders the Flaming Fist now have a more visible presence in the town (alongside the town's watch). The situation has proven to be a boon to local taverns, though local businesses comment on the fear they now have over the possibility of conflict between the two powers. Chapter 6 (only accessible if you travel to back to Baldur's Gate before entering Candlekeep): In Baldur's Gate the Grand Dukes themselves have been preparing for the possibility of open conflict. The compliment of Flaming Fists in the streets has been increased in recent days. Merchants complain frequently of the rising levies on their goods to pay for this increase, as well as the demands made on their businesses, while citizens clear themselves from the streets. Concern over any conflict has also caused concern within Beregost. While its taverns and inns are booming Kelddath Ormlyr remains concerned about the situation. While Baldur's Gate has its high walls Beregost is small and undefended. Troops stationed here will likely fall back to the Friendly Arm Inn if necessary, which itself has too little room to house the needs of the people of Beregost. Kelddath has sought reassurance from other communities in the region to grant assistance to his citizens in the event of an attack, with little success thus far. Chapter 7 The region stands at the edge of a knife, with even the smallest actors having an influence on events to come. As you have continued on your quest what has become clear is that merely killing Sarevok may not stop the carnage that he sought - even if he is exposed. Despite all that you have done to stop his plans many in the city still fear Amn as being behind everything. How else could the Iron Throne - an organization present in the city for scantly 3 years - have the resources to infiltrate it's competitors, fund bandit raids, and assassinate grand dukes? It is in this chapter you will make decisions that may prove to have a profound impact on this region of Faerun. The decision you make here will have an impact if you install the Siege of Dragonspear components for this mod[/spoiler] Storyline (Siege of Dragonspear)
Chapter 7
You step out into the sun and view the City of Baldur's Gate. Had you chosen a path to war in Baldur's Gate Enhanced Edition you will have found that there appears to be more than just refugees arriving from the north. In traveling to the eastern part of the city you can't help but notice the number of refugees pouring in from the south. Beregost it seems did not last long against the forces of Amn.
Chapter 9
As you finally rid Bridgefort of its last crusaders you notice a rather tawdry looking man standing about asking around for help. As it turns out he is a man from Serpent's Cowl, a nearby village that has recently been assaulted by a prolonged blast of cold weather.
Will be released after the release of Siege of Dragonspear
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Drake's Dungeon - New NWN Stream
Hi guys,
Back in November/December I started doing some streams a la Beamdogs stream, but mostly aimed at my own server. I did try to cover major Beamdog news as well though. Now that the Beamdog stream is no more I feel like going a bit bigger.
However I'd like to hear your thoughts first. In my mind the streams was something unique and even though it could get tedious I still enjoyed tuning in whenever I could. It was like having saturday morning cartoons back. A program each week to look forward to.
Agenda:
1: Welcome
2: Recent BD/NWN News
3: Dive into interesting forum topics and discuss
4: Possible server focus/tips/builds/custom mods etc
The remainder of the stream I would then talk a bit about my own server and its updates (If any). Shameless plug I know. And end it with a fun event/toolset building/level a char or such.
If you have questions, suggestions, want to team up or anything you want to see in the stream don't hesitate to comment here or come to the stream.
The streams will take place here: twitch.com/templardrake
Usual schedule: Saturdays at 19:00 GMT/UTC +1 (DST +2) = 13:00 EST/UTC -5
- I will add streams to YouTube ASAP here: https://www.youtube.com/channel/UCskJfpwAtAuDfXlNMzPSA_g
Next stream:
Sunday 17th of March - Episode 1
Thanks for all your input,
- Drake
Back in November/December I started doing some streams a la Beamdogs stream, but mostly aimed at my own server. I did try to cover major Beamdog news as well though. Now that the Beamdog stream is no more I feel like going a bit bigger.
However I'd like to hear your thoughts first. In my mind the streams was something unique and even though it could get tedious I still enjoyed tuning in whenever I could. It was like having saturday morning cartoons back. A program each week to look forward to.
Agenda:
1: Welcome
2: Recent BD/NWN News
3: Dive into interesting forum topics and discuss
4: Possible server focus/tips/builds/custom mods etc
The remainder of the stream I would then talk a bit about my own server and its updates (If any). Shameless plug I know. And end it with a fun event/toolset building/level a char or such.
If you have questions, suggestions, want to team up or anything you want to see in the stream don't hesitate to comment here or come to the stream.
The streams will take place here: twitch.com/templardrake
Usual schedule: Saturdays at 19:00 GMT/UTC +1 (DST +2) = 13:00 EST/UTC -5
- I will add streams to YouTube ASAP here: https://www.youtube.com/channel/UCskJfpwAtAuDfXlNMzPSA_g
Next stream:
Sunday 17th of March - Episode 1
Thanks for all your input,
- Drake
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Importing BG1:EE Characters from Mac to iPad
I've been Googling for hours, and I can't for the life of me find anything recent on how to transfer characters I've started on my Mac version of BG1:EE to my newly-purchased iPad version. I've seen lots of things about going the other direction (iPad to Mac) and some things involving a MUCH older version of iOS. Does anybody have information on this, please?
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