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DequNew
Planning new run right now (Solo Insane), but on custom class and modified mod to have least amount of restrictions. Which tools I should use to modify IA? Should I modify mod before installation or the game after everything is installed?

Things I look to change for my modified mod:
-All item drop class restrictions removed.
-All item craft restriction removed.
-All class quest restriction removed, so can experience as much as possible on single run.
-Creating custom class: Fighter/Mage/Cleric, with permanent Use Any Item and Improved Alacrity.
-If there are restriction to HLAs due to multiclass (then ease out those).
-Experience adjusted/party size adjusted encounters to use hardest versions exp wise and party size wise.
-Wish Rest restriction removed if there are any for multiclass.

These can be tweaked/cluaconsoled normal ways I think:
-Few Bag of Holdings at beginning for easier inventory management.
-Use multiple magical item, so no restriction on using those.
-Allow change/redistribute of profiency points whenever need and allow 5 pids to set on weapons for multiclasses.

Rules of run:
-Still in todo, will do own post about rules and run.

Also if anyone is interested trying out and find solo tactics of similar setup would be nice to share ideas and brainstorm tactics to use.
SparrowJacek
Hey!

QUOTE
-Creating custom class: Fighter/Mage/Cleric, with permanent Use Any Item and Improved Alacrity.
Both of those abilities can be applied to your character through Near Infinity, you can send me a save file for example and I'll do that for you.
QUOTE
-If there are restriction to HLAs due to multiclass (then ease out those).

Each class/multiclass has its own file with HLAs, so it's not that there are "restrictions" for multiclass characters. If you tell me which abilities you want to have in your HLA table, I can prepare a proper file for you, you'll just have to put it into override directory.

QUOTE
-All item drop class restrictions removed.
-All item craft restriction removed.
-All class quest restriction removed, so can experience as much as possible on single run.
-Experience adjusted/party size adjusted encounters to use hardest versions exp wise and party size wise.
-Wish Rest restriction removed if there are any for multiclass.

Those are much more tricky, though IATweaks deals with most of them.
DequNew
What is difference in Judgement Day stats in 6.5 or before version vs current?
pekkae
QUOTE(DequNew @ Oct 13 2025, 03:01 PM) *
What is difference in Judgement Day stats in 6.5 or before version vs current?


There's a hefty difference. The 6.X JFD gives

#1 Better DR
#2 much, much wider selection of spells (improved haste, pfrmw, spell turning, wish etc...)

DequNew
okey. I found previous stat with waybackmachine. I think I will add these back to weapon for my modded unrestricted game.



Protagonist is good aligned
Judgement Day Essence (Barbarian half)
Judgement Day Essence (Mage half)
Blood of a Demon Lord
Manual of Elaboration
Permanency Scroll
The long sword, Angurvadal +4
Scrolls of Spell Trigger, Black Blade of Disaster and Wish
250,000 gp

Abilities:
Immunity to Fear, Charm, Confusion and Backstab
+2 Bonus to Strength
+30 Max hp while equipped
+20% Resistance to Crushing, Slashing, piercing and missile damage
10% chance to heal the wielder for 40 points (with each successful hit)
40% chance to trigger a random beneficial mage spell. The total 40% probability is distributed as follows:
- Blur: 3%
- Mirror Image: 5%
- Stoneskin: 5%
- Oracle: 4%
- Lower Resistance (on target): 5%
- Improved Haste: 3%
- Protection from Magical Weapons: 5%
- Globe of invulnerability: 4%
- Spell turning: 2%
- Protection from Energy: 2%
- Wish: 2%
THAC0: +5 bonus
Damage: 2D8 + 5
Proficiency Type: Long Sword
Requires: 17 strength

Usable by:
Good aligned warriors (Single Class)

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