For those who need more confirmation on various mod compatibility.
This mod is a Script Extension that occurs at the start of combat, applying a random number of affixes (0-3, with rarer cases for slightly more) to enemies as they are identified. These affixes include Passives, Statuses, and even rarer cases of Abilities or specifically Targeted abilities. As such, this mod does not touch or alter the base game and should be fine with any of the Death March, Stronger Bosses, Combat Extender, and basic difficulty increasing mods which seek to add stat values etc. or change enemy behavior. Just be aware of how these kinds of mods combine when it comes to balance and always be mindful of how certain interactions may play out.
Safe Addition: 'Absolute Wrath' can be safely added to your game at any point, even on an existing save.
Safe Removal: You can safely remove 'Absolute Wrath' anytime either before initiating combat or shortly after completing it.
Avoid Removal in Combat: To prevent any issues, please do not remove 'Absolute Wrath' while in the midst of combat.
Current Version Compatibility: Fully compatible up to Patch 7.
*For More Info: An article has been made to provide more clarity and transparency to anyone who wishes to understand the particulars of some of the deeper interactions and chances occurring within this mod. Transparency is something I feel personally strong about and will continue to provide updates as part of these ongoing processes continue. Now go, play, and we hope you have fun. Endorse us if you’re feeling generous, and thanks for the feedback, so please continue to do so, it only helps us to improve upon the mod!
We’ll break down what we’re seeing here based on the screenshot. As far as what Absolute Wrath is adding, the Shambling Mound has Nightmare Form and Valkrana’s Resistance.
Nightmare Form makes it immune to non-magical damage and grants an extra attack, which can add some pressure, but by this stage in the game, most parties have access to magic weapons or spells to work around it. Valkrana’s Resistance applies some semblance of adaptive resistance, but considering the Shambling Mound already has significant innate resistances (including some immunities) in the base game, this doesn’t change much in practice.
From what we can see, the fight looks well underway—the boss is already halfway down, and most of your party is still active. If there’s something else at play that wasn’t captured here, it doesn’t seem to be reflected in the image.
Thanks u for creating and updating this mod, cause I cant imagine my playthroughs without Absolute's Wrath anymore. And special thanks for the new features for the undeads. Fights with Valkrana's skelebros will be more interesting and thrilling <3
Thank you for the kind words and support! It’s awesome to hear Absolute Wrath has become such a key part of your playthroughs. I’m glad you’re enjoying the new undead features—it’s always fun hearing how they enhance the experience, especially with Valkrana’s skeletal chaos! <3 Happy adventuring!
Ive been using this mod for ages now and its pretty amazing. Thank you for the obviously tons of work you put into it.
I was wondering if you could maybe implement a fix for the ongoing issue with Trials of Tav (and the reloaded version that is), that after 2.0.5 it does not give enemies inside a ToT battle Absolute Wrath affixes anymore. I compared the most recent version with a version that is still working for me, and then simply replaced the code to test it. Unfortunately I know nothing very little about lua, but apparently something in that changed piece of code is preventing your mod to work with ToT.
Just as a side node, spawning mobs inside the camp with the ToT debug function still gives them Absolute affixes. Its just inside the regular battles where it stops working.
I understand if you choose to not attempt to fix this issue since it is regarding another mod, however I believe it would be such a shame since these two mods work so well together and looking through the comments in both mods, there seems to be quite a few people that feel the same way.
Either way, thank you for reading this and even more for being active here!
------------------------------------------------------------ -------- from 2.0.9, doesnt work anymore inside ToT -------- ------------------------------------------------------------
-- Function to check if a target is the host character or a companion, or their summons local function IsCompanionOrHostSummon(targetUUID) -- Check if the target is the host character if targetUUID == GetHostCharacter() then -- return true end -- Check if the target is a companion if IsCompanion(targetUUID) then -- return true end -- Check if the target is a summon and get its owner local ownerUUID = Osi.CharacterGetOwner(targetUUID) -- Check if the owner is a companion or the host character if ownerUUID and (IsCompanion(ownerUUID) or ownerUUID == GetHostCharacter()) then -- return true end return false end
-- Event Listener for Entering Combat Ext.Osiris.RegisterListener("EnteredCombat", 2, "after", function(target, combatguid) if not combatInitiated or currentCombatID ~= combatguid then -- Reset combat-related variables for a new combat instance currentCombatID = combatguid combatInitiated = true friendlyTargets = {} enemyTargets = {} selectedArchetypesInCombat = {} if not delayRunning then -- Check if delay function is not already running delayRunning = true -- Set the flag to indicate delay function is running -- Delay the entire processing of the combat for 5 seconds (30 ticks) SP_DelayCallTicks(30, function() -- Process all identified targets after the delay for target, _ in pairs(enemyTargets) do -- Check if target is excluded from affixes local isCompanionOrHostSummon = IsCompanionOrHostSummon(target) if not isCompanionOrHostSummon then -- Level adjustment logic local adjustedLevel = AdjustTargetLevelForAffixes(target) -- Affix application logic using the adjusted level local numAffixes, allowedTiersSet = GetAffixDataForLevel(adjustedLevel, target) -- Use adjustedLevel if numAffixes and allowedTiersSet then SelectAndApplyAffixes(target, numAffixes, allowedTiersSet) end else end end delayRunning = false -- Reset the flag after processing end) end end -- Check if target is a character and not an irrelevant object if IsCharacter(target) == 1 then local isEnemy = Osi.IsEnemy(GetHostCharacter(), target) == 1 local isCompanionOrHostSummon = IsCompanionOrHostSummon(target) if isCompanionOrHostSummon or not isEnemy then friendlyTargets[target] = true elseif isEnemy then enemyTargets[target] = true end end -- Irrelevant targets are silently ignored end)
------------------------------------------------------------ ------------------ older, working version ------------------ ------------------------------------------------------------
-- Event Listener for Entering Combat Ext.Osiris.RegisterListener("EnteredCombat", 2, "after", function(target, combatguid) if not combatInitiated or currentCombatID ~= combatguid then -- Reset the combat-related variables for a new combat instance currentCombatID = combatguid combatInitiated = true friendlyTargets = {} enemyTargets = {} selectedArchetypesInCombat = {} if not delayRunning then -- Check if delay function is not already running delayRunning = true -- Set the flag to indicate delay function is running -- Delay the entire processing of the initial combat for 1 second (30 ticks) SP_DelayCallTicks(30, function() -- Process all identified targets after the delay for target, _ in pairs(enemyTargets) do -- Level adjustment logic local adjustedLevel = AdjustTargetLevelForAffixes(target) -- Affix application logic using the adjusted level local numAffixes, allowedTiersSet = GetAffixDataForLevel(adjustedLevel, target) -- Use adjustedLevel if numAffixes and allowedTiersSet then SelectAndApplyAffixes(target, numAffixes, allowedTiersSet) end end for target, _ in pairs(friendlyTargets) do end delayRunning = false -- Reset the flag after processing end) end else -- Check if target is a character and not an irrelevant object if IsCharacter(target) == 1 then local isEnemy = Osi.IsEnemy(GetHostCharacter(), target) == 1 local isCompanion = IsCompanion(target) if isCompanion or not isEnemy then friendlyTargets[target] = true elseif isEnemy then enemyTargets[target] = true -- Apply delay and processing for each new target SP_DelayCallTicks(30, function() if IsEnemy(GetHostCharacter(), target) == 1 and not IsCompanion(target) then -- Level adjustment logic local adjustedLevel = AdjustTargetLevelForAffixes(target) -- Affix application logic using the adjusted level local numAffixes, allowedTiersSet = GetAffixDataForLevel(adjustedLevel, target) -- Use adjustedLevel if numAffixes and allowedTiersSet then SelectAndApplyAffixes(target, numAffixes, allowedTiersSet) end end end) end end end -- Irrelevant targets are silently ignored end)
Appreciate the thoughtful message and for sticking with the mod—it means a lot! We’re happy to share that our latest update should address the compatibility issue with Trials of Tav.
Thanks as well for providing those details and testing—it’s always helpful to get that kind of feedback. Let us know if anything else comes up, and thanks again for your support!
Thank you! The latest version is fully functional with Trials of Tav (Reloaded version).
I´m having a blast with my brother doing roguelike runs with both mods, they´re just the best mod combination if you just want to jump into the action with endless possibilities.
We´re also playing with the in-game mod Tactician Enhanced becasue we like to suffer lol
Hey, joerumble! The order should work fine either way, but it wouldn’t hurt to double-check Trials of Tav’s page to see if they recommend anything specific. Hope you enjoy the combo!
And WadeLev, thanks for sharing! It’s great to hear you and your brother are enjoying the mods together. Sounds like you’ve got a fun (and challenging) setup! Let us know if anything comes up, and here's to a continued exciting adventure!
About Cryptborn Plague. I am constantly running in to an endless loop of NPCs caught up in combat spreading the plague afterwards, often regardless of long rests and story progression. I've seen it happen in Emerald Grove, Grymforge, Last Light, Moonrise, Rivington, and all over Lower City in multiple playthroughs. It's certainly a cool combat debuff, but it becomes a nightmare when I'm trying to loot, manage my inventory, or have important conversations and the NPCs are just shitting themselves on repeat and not doing anything about it. I'm assuming this is not intended behavior as it's not functionally an issue, but rather the non-stop notifications and sound effects are maddening.
Hey there, thanks for the high praise! About the Cryptborn Plague, this debuff will continue to linger if affected characters remain grouped together in its vicinity. A simple fix is to give your affected allies some space, letting the plague naturally dissipate. Alternatively, any disease-cleansing action can also nip it in the bud—catching it during its incubation phase can even prevent the outbreak from starting! Thanks for diving deep with the mod. If these suggestions don’t clear up the issue or you encounter any other quirks, please let us know. We’re here to help ensure your gameplay experience is as smooth as possible!
Yeah, don't get me wrong, I can tell it's not bugged or anything like that. It's more of a QoL thing, really. It requires, at minimum if I'm right, Lesser Restoration to get rid of. In one off situations that's fine, but there's a lot of potential for it to get out of hand. For example: spreading to multiple NPCs at once and not having access to multiple healing effects after a fight, taking and physically moving the NPC with a high strength character only for them to walk back to where they were at before the plague wears off and risking them getting mad at you for it, or being forced into a post-combat conversation with exploding fart sounds in the background the whole time.
Certainly a minor issue, but after spending 20 minutes trying to 'clean' Last Light after the ambush without catching a jail sentence I figured I'd say something. Still a cool affix regardless and Absolute Wrath is basically a requirement for me. :D
Or... wait... was this the entire point of the affix? I missed the joke didn't I? Well shit.
I am getting this notification Immune to Cryptborne Plague: Incubating, on two of my Dashwood the Warlock summons but there is no debuff on them that I can see. Is it supposed to show up as a debuff or are we only supposed to notice it via floating text every round?
I also just noticed that Lesser Restoration does not work on them.
Thanks for the question, and thank you, SailorCat, for stepping in! Their response seems spot on—it looks like those notifications are simply indicating the character’s immunity to disease. Let us know if anything else comes up, and I hope you enjoy the mod!
Just FYI: I'm undead (Path of Undeath mod) and the message "Immune to Cryptborne Plague: Incubating" just did not stop from spamming every round, although my other party members where no longer infected until I took a long rest. Lay on hands was not possible (due to being undead) and not even the Potion of Vitality helped (well I was not infected obviously...). So it's only a little annoying and probablly not worth fixing.
I'm really excited about using this mod and I really want this mod in my playthrough going forward. But I'm not sure if the mod is working for me or not. I installed it before the Z'rell fight (outside of Moonrise) and I don't see any changes to her or the enemies with her. Am I missing something or is that intentional?
Let me give you a quick rundown of how to tell if it’s working:
Conditional Effects (Statuses): These show up as icons under an enemy’s health bar or in the “Conditions” section of their inspection window. For example, a status like “Heroism” might appear.
Absolute Passive(s): This is a notification we added to let you know a passive affix has been applied. You’ll find details in the target’s “Notable Features” section.
Affix Notifications: At the start of combat, any affixes applied to enemies will appear in the combat log, either directly as their status or whether they’ve gained an Absolute Passive.
Absolutists: These elite enemies have unique bonuses and always gain a themed set of 3–4 affixes.
Not every enemy is guaranteed to gain affixes, as the system assigns them randomly based on tailored logic, but as you progress, you should see these features come into play. If you're still unsure, feel free to ask for more help!
Thanks for reaching out! It’s a bit unclear what’s meant by "haseid," but if you’re referring to a specific enemy inside the monastery having many traits, it’s worth noting that enemies can have a mix of base-game abilities and traits alongside affixes added by Absolute Wrath.
Our mod ensures that enemies gain between 0-3 affixes, with rare exceptions for Absolutists, which are designed to have a bit more. If you’re noticing a significantly higher number of traits, it could be a combination of the enemy’s innate abilities and affixes or potentially an interaction with other mods.
If you’re able to check the enemy’s notable features and conditions, that could help distinguish what’s coming from the base game versus our mod. Feel free to share more details, and we can take a closer look!
Hi there! This mod doesn’t add entirely new scripted encounters, but it does introduce unique dynamics to existing fights through the random affixes enemies can gain, which can change how battles play out. There’s also a small chance for extra or unique mobs to spawn, so while it’s not technically adding encounters, it might feel like it in some cases. Hope that clears things up!
Hey there! Yes, Valkrana's Skeleton Crew can show up with the Absolutist passive, but it’s not guaranteed. Absolute Wrath rolls for affixes based on several variables like the type of mob, level, and chance at the start of combat, so it’s possible for them to roll without it.
If you’re not seeing the passive at all, it’s worth double-checking that everything (including Combat Extender and your Script Extender) is fully up to date. Let me know if the issue persists, and I’ll see what I can do to help!
hmm ill keep testing and bring an update. thanks for the reply! the way i was currently testing was just attacking the grove merchant and 1 skeleton will always spawn but it never gets passive, the merchant will always get passive maybe 9 of 10 times. also the skeletons do get buffs from other mods like echoes of power Load order is : more enemies in basic fights encountersoverhaul extra encounters and minibosses echoes of power combat extender and exetender AI stronger bosses skele crew feat skele xp Undead encounters skeletal challange AW (spellbook near very top of LO)
Quick question, does this mod boost NPC health by a random amount, and does it do that out of combat as well?
I'm trying to calculate the health increase for some enemies to custom balance difficulty, but I use Tactician Enhanced and Combat Extender as well. I had set TE to increase health by 0%, as well as CE to use a 0.0 static boost to health.
But when I checked the HP for my test subject Sovereign Spaw (Vanilla Tactician HP is supposed to be 145), his health (non-hostile and out of combat) was between 147 and 149 HP (it varied between reloads).
Just trying to narrow down if it was this mod that's the cause of the small percentage boost, or if it's something else.
Thanks for reaching out! To clarify, Absolute Wrath only applies health boosts in a couple of specific ways:
Catch-Up Scaling: If a target is 2 or more levels below the host player’s level, they’ll receive a background health increase based on their proficiency bonus plus their level multiplied by 2.
Absolutist Enemies: If an enemy is chosen to become an “Absolutist,” they’ll receive a scaling health increase as part of their elite status.
Outside of those, certain affixes can provide additional health bonuses, but these are typically more obvious since they’ll show up as named statuses or passives. That said, all of these changes are applied dynamically at the start of combat—not out of combat—so what you’re seeing might be related to something else in your setup. Hope this helps narrow things down, and let me know if you have more questions!
I’m not aware of any mods like this specifically for regular allies, but the modding community is pretty expansive, so there might be something out there. It could be worth checking around, good luck, and happy modding!
488 comments
This mod is a Script Extension that occurs at the start of combat, applying a random number of affixes (0-3, with rarer cases for slightly more) to enemies as they are identified. These affixes include Passives, Statuses, and even rarer cases of Abilities or specifically Targeted abilities. As such, this mod does not touch or alter the base game and should be fine with any of the Death March, Stronger Bosses, Combat Extender, and basic difficulty increasing mods which seek to add stat values etc. or change enemy behavior. Just be aware of how these kinds of mods combine when it comes to balance and always be mindful of how certain interactions may play out.
*For More Info: An article has been made to provide more clarity and transparency to anyone who wishes to understand the particulars of some of the deeper interactions and chances occurring within this mod. Transparency is something I feel personally strong about and will continue to provide updates as part of these ongoing processes continue. Now go, play, and we hope you have fun. Endorse us if you’re feeling generous, and thanks for the feedback, so please continue to do so, it only helps us to improve upon the mod!
you can do varely any damage to this guy.
unbalanced garbage
Nightmare Form makes it immune to non-magical damage and grants an extra attack, which can add some pressure, but by this stage in the game, most parties have access to magic weapons or spells to work around it. Valkrana’s Resistance applies some semblance of adaptive resistance, but considering the Shambling Mound already has significant innate resistances (including some immunities) in the base game, this doesn’t change much in practice.
From what we can see, the fight looks well underway—the boss is already halfway down, and most of your party is still active. If there’s something else at play that wasn’t captured here, it doesn’t seem to be reflected in the image.
Ive been using this mod for ages now and its pretty amazing. Thank you for the obviously tons of work you put into it.
I was wondering if you could maybe implement a fix for the ongoing issue with Trials of Tav (and the reloaded version that is), that after 2.0.5 it does not give enemies inside a ToT battle Absolute Wrath affixes anymore.
I compared the most recent version with a version that is still working for me, and then simply replaced the code to test it.
Unfortunately I know nothing very little about lua, but apparently something in that changed piece of code is preventing your mod to work with ToT.
Just as a side node, spawning mobs inside the camp with the ToT debug function still gives them Absolute affixes. Its just inside the regular battles where it stops working.
I understand if you choose to not attempt to fix this issue since it is regarding another mod, however I believe it would be such a shame since these two mods work so well together and looking through the comments in both mods, there seems to be quite a few people that feel the same way.
Either way, thank you for reading this and even more for being active here!
------------------------------------------------------------
-------- from 2.0.9, doesnt work anymore inside ToT --------
------------------------------------------------------------
-- Function to check if a target is the host character or a companion, or their summons
local function IsCompanionOrHostSummon(targetUUID)
-- Check if the target is the host character
if targetUUID == GetHostCharacter() then
-- return true
end
-- Check if the target is a companion
if IsCompanion(targetUUID) then
-- return true
end
-- Check if the target is a summon and get its owner
local ownerUUID = Osi.CharacterGetOwner(targetUUID)
-- Check if the owner is a companion or the host character
if ownerUUID and (IsCompanion(ownerUUID) or ownerUUID == GetHostCharacter()) then
-- return true
end
return false
end
-- Event Listener for Entering Combat
Ext.Osiris.RegisterListener("EnteredCombat", 2, "after", function(target, combatguid)
if not combatInitiated or currentCombatID ~= combatguid then
-- Reset combat-related variables for a new combat instance
currentCombatID = combatguid
combatInitiated = true
friendlyTargets = {}
enemyTargets = {}
selectedArchetypesInCombat = {}
if not delayRunning then -- Check if delay function is not already running
delayRunning = true -- Set the flag to indicate delay function is running
-- Delay the entire processing of the combat for 5 seconds (30 ticks)
SP_DelayCallTicks(30, function()
-- Process all identified targets after the delay
for target, _ in pairs(enemyTargets) do
-- Check if target is excluded from affixes
local isCompanionOrHostSummon = IsCompanionOrHostSummon(target)
if not isCompanionOrHostSummon then
-- Level adjustment logic
local adjustedLevel = AdjustTargetLevelForAffixes(target)
-- Affix application logic using the adjusted level
local numAffixes, allowedTiersSet = GetAffixDataForLevel(adjustedLevel, target) -- Use adjustedLevel
if numAffixes and allowedTiersSet then
SelectAndApplyAffixes(target, numAffixes, allowedTiersSet)
end
else
end
end
delayRunning = false -- Reset the flag after processing
end)
end
end
-- Check if target is a character and not an irrelevant object
if IsCharacter(target) == 1 then
local isEnemy = Osi.IsEnemy(GetHostCharacter(), target) == 1
local isCompanionOrHostSummon = IsCompanionOrHostSummon(target)
if isCompanionOrHostSummon or not isEnemy then
friendlyTargets[target] = true
elseif isEnemy then
enemyTargets[target] = true
end
end
-- Irrelevant targets are silently ignored
end)
------------------------------------------------------------
------------------ older, working version ------------------
------------------------------------------------------------
-- Event Listener for Entering Combat
Ext.Osiris.RegisterListener("EnteredCombat", 2, "after", function(target, combatguid)
if not combatInitiated or currentCombatID ~= combatguid then
-- Reset the combat-related variables for a new combat instance
currentCombatID = combatguid
combatInitiated = true
friendlyTargets = {}
enemyTargets = {}
selectedArchetypesInCombat = {}
if not delayRunning then -- Check if delay function is not already running
delayRunning = true -- Set the flag to indicate delay function is running
-- Delay the entire processing of the initial combat for 1 second (30 ticks)
SP_DelayCallTicks(30, function()
-- Process all identified targets after the delay
for target, _ in pairs(enemyTargets) do
-- Level adjustment logic
local adjustedLevel = AdjustTargetLevelForAffixes(target)
-- Affix application logic using the adjusted level
local numAffixes, allowedTiersSet = GetAffixDataForLevel(adjustedLevel, target) -- Use adjustedLevel
if numAffixes and allowedTiersSet then
SelectAndApplyAffixes(target, numAffixes, allowedTiersSet)
end
end
for target, _ in pairs(friendlyTargets) do
end
delayRunning = false -- Reset the flag after processing
end)
end
else
-- Check if target is a character and not an irrelevant object
if IsCharacter(target) == 1 then
local isEnemy = Osi.IsEnemy(GetHostCharacter(), target) == 1
local isCompanion = IsCompanion(target)
if isCompanion or not isEnemy then
friendlyTargets[target] = true
elseif isEnemy then
enemyTargets[target] = true
-- Apply delay and processing for each new target
SP_DelayCallTicks(30, function()
if IsEnemy(GetHostCharacter(), target) == 1 and not IsCompanion(target) then
-- Level adjustment logic
local adjustedLevel = AdjustTargetLevelForAffixes(target)
-- Affix application logic using the adjusted level
local numAffixes, allowedTiersSet = GetAffixDataForLevel(adjustedLevel, target) -- Use adjustedLevel
if numAffixes and allowedTiersSet then
SelectAndApplyAffixes(target, numAffixes, allowedTiersSet)
end
end
end)
end
end
end
-- Irrelevant targets are silently ignored
end)
Thanks as well for providing those details and testing—it’s always helpful to get that kind of feedback. Let us know if anything else comes up, and thanks again for your support!
I´m having a blast with my brother doing roguelike runs with both mods, they´re just the best mod combination if you just want to jump into the action with endless possibilities.
We´re also playing with the in-game mod Tactician Enhanced becasue we like to suffer lol
And WadeLev, thanks for sharing! It’s great to hear you and your brother are enjoying the mods together. Sounds like you’ve got a fun (and challenging) setup! Let us know if anything comes up, and here's to a continued exciting adventure!
About Cryptborn Plague. I am constantly running in to an endless loop of NPCs caught up in combat spreading the plague afterwards, often regardless of long rests and story progression. I've seen it happen in Emerald Grove, Grymforge, Last Light, Moonrise, Rivington, and all over Lower City in multiple playthroughs. It's certainly a cool combat debuff, but it becomes a nightmare when I'm trying to loot, manage my inventory, or have important conversations and the NPCs are just shitting themselves on repeat and not doing anything about it. I'm assuming this is not intended behavior as it's not functionally an issue, but rather the non-stop notifications and sound effects are maddening.
Certainly a minor issue, but after spending 20 minutes trying to 'clean' Last Light after the ambush without catching a jail sentence I figured I'd say something. Still a cool affix regardless and Absolute Wrath is basically a requirement for me. :D
Or... wait... was this the entire point of the affix? I missed the joke didn't I? Well shit.
I also just noticed that Lesser Restoration does not work on them.
I'm undead (Path of Undeath mod) and the message "Immune to Cryptborne Plague: Incubating" just did not stop from spamming every round, although my other party members where no longer infected until I took a long rest. Lay on hands was not possible (due to being undead) and not even the Potion of Vitality helped (well I was not infected obviously...). So it's only a little annoying and probablly not worth fixing.
Thank you!
- Conditional Effects (Statuses): These show up as icons under an enemy’s health bar or in the “Conditions” section of their inspection window. For example, a status like “Heroism” might appear.
- Absolute Passive(s): This is a notification we added to let you know a passive affix has been applied. You’ll find details in the target’s “Notable Features” section.
- Affix Notifications: At the start of combat, any affixes applied to enemies will appear in the combat log, either directly as their status or whether they’ve gained an Absolute Passive.
- Absolutists: These elite enemies have unique bonuses and always gain a themed set of 3–4 affixes.
Not every enemy is guaranteed to gain affixes, as the system assigns them randomly based on tailored logic, but as you progress, you should see these features come into play. If you're still unsure, feel free to ask for more help!Our mod ensures that enemies gain between 0-3 affixes, with rare exceptions for Absolutists, which are designed to have a bit more. If you’re noticing a significantly higher number of traits, it could be a combination of the enemy’s innate abilities and affixes or potentially an interaction with other mods.
If you’re able to check the enemy’s notable features and conditions, that could help distinguish what’s coming from the base game versus our mod. Feel free to share more details, and we can take a closer look!
"Safe Removal: You can safely remove 'Absolute Wrath' anytime either before initiating combat or shortly after completing it"
If you’re not seeing the passive at all, it’s worth double-checking that everything (including Combat Extender and your Script Extender) is fully up to date. Let me know if the issue persists, and I’ll see what I can do to help!
Load order is :
more enemies in basic fights
encountersoverhaul
extra encounters and minibosses
echoes of power
combat extender and exetender AI
stronger bosses
skele crew feat
skele xp
Undead encounters
skeletal challange
AW
(spellbook near very top of LO)
I'm trying to calculate the health increase for some enemies to custom balance difficulty, but I use Tactician Enhanced and Combat Extender as well. I had set TE to increase health by 0%, as well as CE to use a 0.0 static boost to health.
But when I checked the HP for my test subject Sovereign Spaw (Vanilla Tactician HP is supposed to be 145), his health (non-hostile and out of combat) was between 147 and 149 HP (it varied between reloads).
Just trying to narrow down if it was this mod that's the cause of the small percentage boost, or if it's something else.
- Catch-Up Scaling: If a target is 2 or more levels below the host player’s level, they’ll receive a background health increase based on their proficiency bonus plus their level multiplied by 2.
- Absolutist Enemies: If an enemy is chosen to become an “Absolutist,” they’ll receive a scaling health increase as part of their elite status.
Outside of those, certain affixes can provide additional health bonuses, but these are typically more obvious since they’ll show up as named statuses or passives. That said, all of these changes are applied dynamically at the start of combat—not out of combat—so what you’re seeing might be related to something else in your setup. Hope this helps narrow things down, and let me know if you have more questions!