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Proxeuz

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  1. Proxeuz
    Proxeuz
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    IMMERSIVE VERSION HAS BEEN ADDED !
    If you encounter any bugs, notice missing elements, or have suggestions regarding additions, removals, or balance improvements, please let me know.
    I'll post the Immersive Version changelog below to make it easier to follow the changes.

    Version 1.3.0 - Made some changes to the drop rates in the immersive version. Now, each item will have a 25% chance to drop from the 40 locations. On average, you can expect around 10 items to drop throughout the entire playthrough unless your RNG is cracked :D.
    I made couple of changes to abilities and spells in terms of damage and cooldowns.

    Version 1.4.0 - Replaced an entry that previously pointed to skeletons in the shadow-cursed lands with human guards NPCs. Adjusted the drop rates of three loot entries that frequently spawn throughout the game, they now have a 10% chance of dropping.

    Version 1.4.1 - Changed item drop rates at traders, they now have a 20% chance.

    Baldur's Gate has been updated to Patch #4.
    So far, the mod is functioning as intended, and I haven't encountered any bugs. As always, if you come across anything, please let me know. :D

    NEW SPELL - WRATH OF AVERNUS
    When activated, you unleash a fiery burst that deals 2d8 fire all nearby targets within a 3-meter radius. You gain resistance to fire damage and a +1 bonus to attack rolls. Each successful melee attack grants you a stack of Avernus's Wrath. Upon reaching a level 4 stack, you can trigger Avernus Searing Smite, allowing you to deliver a fiery strike that deals your main weapon damage plus an additional 3d6 fire damage. On a successful hit, the target is set ablaze for 2 turns, suffering 1d6 fire damage per turn.

    Stacks:
    Avernus's Wrath - Granted upon spell activation.
    Avernus's Wrath: 1 - 1st hit.
    Avernus's Wrath: 2 - 2nd hit.
    Avernus's Wrath: 3 - 3rd hit.
    Wrath of Avernus - 4th hit and final stack
    When having 'Wrath of Avernus' you have 3 turns to cast Avernus Searing Smite (1 time use spell - the condition ends upon spell activation/combat ends/status time).

    Quick Demonstration and VFX



    Also, if you have an idea for a new ability or perhaps modify an existing one, feel free to share :D
  2. WabbitTwax
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    Great mod. But needs updating. 
  3. acheans
    acheans
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    This mod is not merely outdated, but fatal to run. For some unknown reason, inserting this mod into my load order caused an increasing number of NPCs to fail to render, until I reached the Githyanki creche and found every single one of them invisible.

    Strongly discourage use of this mod until the OP updates it.
    1. PlagueDocIII
      PlagueDocIII
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      I haven't reached the area yet but did you notice if the skeletons in the basement were missing? Also, why would this mod make them unable to render in?
    2. 1Tyr
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      this is nonsense, mod is working and would have no ability to make npc's invisible.....it's likely some other conflict, I've been using this mod in a new playthrough and a multiplayer one for 100 hours just fine, save was started after patch 7 though.  I'm running 212 mods currently in this playthrough
    3. wobbledwobble333
      wobbledwobble333
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      You're wrong, 1Tyr, this mod literally can't run.
    4. Kipperkid
      Kipperkid
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      1Tyr could you share the mods that you're using?
      I'm having an issue in my load order and I have a similar number of mods.
    5. Lordtreeboi
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      I think your blaming the wrong mod here, or its specifically having a conflict with something else your using and its not solely to blame on this mod. Im running a list almost 250 long, and ive done all of the content in act 1, plus everything in the underdark and creche and havent noticed anything like what your describing. Ive found a couple of the different rings and see no issues.
    6. InDepKiller
      InDepKiller
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      Same I have 365 mods and they all work atm, you're probably a vortex user most likely acheans
    7. raz0208
      raz0208
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      In Patch 8, still running this mod, still having no problems. In Act 2. 
  4. Nick1012
    Nick1012
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    This mod is outdated.
    1. Bruce2Almighty
      Bruce2Almighty
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      works fine, just because a mod hasn't been updated in a while doesn't mean it doesn't work. Most item addition mods are unaffected by patches
    2. capitancow
      capitancow
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      there are several formatting issues present in the stats section. the length says it will crash due to it exceeding max characters.
  5. Kipperkid
    Kipperkid
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    Would u be willing to update this beloved mod for multiplayer support in 2024 patch 7?
    1. 1Tyr
      1Tyr
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      it works in multiplayer patch 7, game is always in multiplayer btw so 99.9% of mods work M player or not.  Don't just assume something doesn't work because of the date
  6. Kipperkid
    Kipperkid
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    Could you make a compatibility patch between this mod and the druid wildshape viability mod?
    1. RobynFlight
      RobynFlight
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      Hey! Just wondering what the specifically happens with both mods together? I was looking to add this mod to my playthrough but am now afraid to as I am also using the wildshape mod.
    2. Kipperkid
      Kipperkid
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      The amulet that is provided allows ou to transform into wild animals but u would not get the spells from the other mod just the default ones.
  7. Anjoss2a
    Anjoss2a
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    Congratulations on the mod!! It gave my Thor a boost!! Also my Vampire!!! Thankyou \o/
  8. LastSpell
    LastSpell
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    who knows mod work with patch 7?
    1. lucadris
      lucadris
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      Using the tutorial chest version; works fine.
    2. LastSpell
      LastSpell
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      i want original version
  9. GotaiSazou
    GotaiSazou
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    There's no Firewalker's Talisman UUID in the description
    I would like to know because i'm rushing and without good items in game without mods and i liked very much your items
  10. Veronic9777
    Veronic9777
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    Help unsummoning Orpheus.
    I used Astral Legacy Ring - Ethereal Alliance and summoned Orpheus but now I want to see if I can unsummon him.
  11. ckx777
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    Edit* To answer. Yes Vendors can restock and it's possible to obtain multiple different rings/amulets from the same vendor.

    Edit2* Has anyone put together a spoiler location at least of which vendors can potentially stock Eldertide Armaments? So far, after spam resting and checking I've discovered that Aaron(Grove) and Belen's wife/mushroom chick(Myconid Colony) both can potnetially stock items. Also, I "think" I found an item on Blurrg(Myconid Colony) but had been drinking that night and can't recall with certainty..Any one else able to list vendor locations?

    As far as chests I've discovered the Harpy Stash and the hidden chest you have to jump to across the roof of the Monastery(above the creche). Please comment and help me put together a spoiler guide of locations!

    I was just curious if anyone else has had any luck finding multiple items on the same vendor?

    Again, thanks! Amazing fun mod!
    1. Willowman69
      Willowman69
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      Beyond what you've said, I've found stuff spawn in various places, without too many spoilers what I can say is that the various chests that require perception checks (not survival) can roll them, the loot pile in the Goblin Camp can roll multiple, though it's very rare, as well as various loot chests found openly throughout the game. Vendors are by far the best and most reliable place to "farm" them I've found however. 
      But I can work on a spreadsheet that lists all possible locations at some point. 
    2. how's the spreadsheet coming along, if you're still doing it. I would love to have some concrete locations.