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  1. Grimpreacher
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    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 After Long Rest: You can safely remove 'Absolute Wrath' anytime after completing a long rest and before you initiate another combat. (If you've obtained boss gear specifically from this mod, please use a tool like ModUninstaller to ensure the gear is fully cleared).
    • 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 8.

    *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! 
  2. xsorab2
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    Some enemies seem to get their HP lowered than usual with this mod installed alongside combat extender
    Like, the first fight on the nautiloid some of the imps only got 4 HP, is this intended?
    1. Grimpreacher
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      That definitely doesn’t sound intended — Absolute Wrath doesn’t reduce enemy HP like that, so it’s possible there’s something else going on. We’d recommend double-checking your Combat Extender configuration and making sure it and any other mods you're using are up to date.

      If you’re using any other mods that adjust enemy stats or encounters, those could also be worth checking. And if you happen to recall any other details (like statuses on the imp), feel free to share — we’re happy to take a closer look!
    2. xsorab2
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      It might be the new enemies added by More enemies in basic fights from mod.io
      It seems to be a very low chance; it's more often that I encounter imps with 15+ to 30+ HP, which I really like!
  3. bananass18273
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    Is it possible to configure this with MCM, so that we can always have it loaded and disabled / enabled it or a per-save basis?
    1. Grimpreacher
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      Hey, thanks for the question!

      At the moment, Absolute Wrath doesn’t support MCM (Mod Configuration Menu) integration — and it’s not something we’re looking to add. The mod is designed to be a fully self-contained, plug-and-play experience: you load it when you want, and disable it cleanly outside of combat if you ever need a break. Adding MCM controls would introduce a lot of unintended complexity (and instability) for something that's already meant to be seamless with the normal mod manager tools.

      We definitely appreciate the curiosity though — and if anything ever changes on that front, we’ll be sure to announce it!
    2. bananass18273
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      So if I start a save with this mod and then decide to remove it, can I just do so and the save will still work?
    3. Grimpreacher
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      Yep, you’re all good to remove the mod as long as you’re out of combat — we recommend doing it right after a long rest just to be safe. Unless you’ve picked up one of the mod’s rare endgame boss items, there’s no extra cleanup needed.

      This is actually covered in the mod description and pinned at the top of the forum page too, if you ever want a quick reference. But in short: Absolute Wrath is designed to be fully safe to add or remove mid-playthrough, as long as you're mindful of the timing. 
  4. xsorab2
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    should this load before or after combat extender?
    EDIT: Solved!
  5. misha43qw
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    Hi, can you tell me how to view the logs of scripts and errors? I have one enemy that stops doing anything and the fight freezes, nothing happens at all.
    1. Grimpreacher
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      Hey! Appreciate you reaching out.

      If you have the Script Extender console enabled, basic script errors or runtime issues will show up there when they happen. We keep a lot of internal debug feedback out of the public version of Absolute Wrath — partly to avoid clutter, and partly to keep everything running smoothly (too much printing can cause minor strain).

      That said, when you mention the fight “freezing,” could you clarify if you mean the entire game locks up (no movement at all) or if it’s just the enemies stuck thinking during combat? If it’s the latter, it sounds like an AI behavior stall rather than a scripting error. Absolute Wrath doesn’t modify enemy AI directly — and occasional stalls like that can even happen in vanilla, though AI adjustment mods can make it more common.

      If you want, feel free to share a little info about what other mods you’re using or more info on the situation — happy to help troubleshoot further if we can!
  6. InigoMontoyaOG
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    Didn't like it. Adds way too much randomness to encounters and just makes it a slog, forcing you to scour through every enemy's stat sheet (which already looks like a small encyclopedia) to look for affixes that have the potential to negate your entire turn. Can't tell you how many times my entire turn gets negated because some small imp summon hiding in the corner had some highly specific affix that I happened to miss.

    It was fine when fighting small to medium groups but when you get into the larger fights with dozens of enemies it just becomes a total crapshoot. You have to check every single enemy, regardless of type, because even the most non-descript ghoul in a group of 8 or 9 will have that one affix that forces you to entirely change your strategy.

    The game already has too many dice rolls and too much RNG.
    1. Grimpreacher
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      Thanks for trying the mod and taking the time to share your thoughts. It sounds like what you’re describing—randomized affixes that can meaningfully shift the flow of combat, even in large encounters—is exactly what Absolute Wrath was designed to do.

      We totally get that not everyone wants to inspect enemies or adjust tactics mid-fight, but that level of unpredictability and tactical variance is what defines the mod. That said, we’re always working to refine that experience—whether it’s through affix balance, visibility, or pacing—to keep it dynamic without being overwhelming.

      It’s all laid out in both the mod description and the longer article, so if that style of gameplay doesn’t click, no worries at all—just not every mod is for every playthrough. Still, we appreciate you giving it a shot and taking the time to share your experience.
    2. ael000
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      Downloads mods that randomizes enemy affixes
      Complains about RNG

      Surprized pikachu
  7. gartuil2
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    Hello. I just read the notes for version 2.1, and I have a few questions.

    Firstly, how do you encounter "the Shattered Saint" or "the Terror"? I thought this mod only added affixes to existing creatures, but it sounds like those are entirely new ones. Do they randomly spawn alongside regular foes when your start a fight at a certain level? Can you "summon" them, or on the contrary intentionally avoid them?

    Secondly, part of what I like about this mod is how easily I can turn it off and on if I find it makes a specific encounter annoying, knowing my saves will be fine. But it sounds like with the addition of the "Legendary Gear Integration" this temporary disabling process will be more involved, requiring extra tools. So as I don't intend to use this extra gear at all, I was wondering if there's a way to disable this new loot functionality?

    On a side note (and I'm only mentioning this because you seem very open to feedback), I find it a bit odd that a mod people install to make their game harder would add "powerful gear with active abilities and build-defining passives" to it, even as a reward for an extra hard encounter. It feels like it pushes the balance in the opposite direction, and IMO would work better as separate mod, or as an "extra file" for this one. Again I'm only saying this for the sake of feedback ; I'm aware you can just choose not to loot this gear, and I only see it as an issue when it comes to the saves interaction I mentioned above.

    Thank you for your work.
    1. Grimpreacher
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      Hey there! Thanks for taking the time to ask some thoughtful questions — happy to clarify.

      First, you’re right that Absolute Wrath doesn’t spawn standalone bosses or creatures directly. The Terror and Shattered Saint are tied to extremely rare affixes that only begin appearing once your party reaches the very high end of scaling. Once one of those affixes appears, it’s still entirely up to you whether to engage with it further — the affixes themselves already add interesting tactical wrinkles to combat, but full summoning requires additional player action. You can absolutely ignore them if you prefer.

      As for the Legendary Gear integration: nothing about the mod’s save safety or toggling flexibility has changed. Unless you actively engage, defeat the bosses, and pick up the loot, your save will behave exactly as before. No external tools or extra steps are needed — the gear is fully optional in practice, just like any piece of loot in the base game.

      On your feedback about adding strong gear: totally fair perspective. From our side, these items are designed specifically for extremely high-end, optional challenges, and are tuned around late-game balance. They offer strong thematic and mechanical flavor without fundamentally outpacing the best legendaries already found in Baldur’s Gate 3 — and only if you’re deliberately building around them.

      While Absolute Wrath hasn’t focused on rewards, introducing true boss-tier encounters felt like the right time to expand in that direction. We didn’t want these moments to exist purely as spectacle — they should offer something truly meaningful for players who are willing to push their party to its limits to overcome these epic challenges. We’re happy with how they fit into Absolute Wrath’s spirit and offer a new layer of endgame engagement for players who are seeking for more toward the height of their adventure.

      Appreciate you sharing your thoughts — and we absolutely welcome feedback like this. In fact, it’s that kind of honest input that helps keep us on track. If any of the gear we introduced ends up missing the mark and the community agrees, we’re more than willing to adjust to keep the balance right. We just hope you’ll trust that every addition, even new layers like these, is built with Absolute Wrath’s spirit firmly in mind. Thanks again for giving the mod a shot and being part of the journey!
  8. seraphael
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    This mod sounds really interesting, but the complexity is a lot to take in. I prefer increased variation over difficulty - vanilla plus tweaks over outright overhauls. Currently only running with More enemies in basic fights mod that states it increases difficulty by approx 25%, how much harder does this mod make the game? Would you recommend it to someone that has yet to play past Act I?
    1. Grimpreacher
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      Hey! Appreciate the thoughtful question — and you're absolutely right that Absolute Wrath adds a lot of moving parts. At its core though, it’s really designed to scale like a difficulty step above vanilla — think of it as going from Tactician to a new level in spirit, though the complexity leans more toward engagement than raw numbers.

      Since affixes are randomized and thematic, many enemies won’t feel wildly different — but occasionally, you’ll run into a creature with an ability that forces you to think or adapt mid-fight. If you're someone who enjoys inspecting enemies, reading abilities, and adjusting tactics on the fly, there’s a lot of rewarding depth here. If not, it might feel a little overwhelming at first.

      If this is your first time playing BG3, we’d generally recommend saving Absolute Wrath for a second run — unless you’re already very comfortable with tactical RPGs and looking to spice things up from the start. If you’re curious, we’ve posted some sample affixes in the mod’s image gallery — could be worth a look to see if it’s your style!
    2. seraphael
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      You've sold me on it. Thanks!
    3. Grimpreacher
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      Glad to hear it! Hopefully it spices up the gameplay in a way you enjoy — let us know how it goes!
  9. misha43qw
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    The mod may have a conflict with Combat Extender?
    1. Grimpreacher
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      Hey! We’ve been using Combat Extender alongside Absolute Wrath for quite a while without any issues, so there shouldn’t be any inherent conflict. That said, anything’s possible—especially after new updates—so if you ran into something odd, feel free to share the details and we’ll take a look!
    2. misha43qw
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      Combat extender is it better to place before your mod or after?
    3. Grimpreacher
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      Absolute Wrath is generally pretty flexible when it comes to load order and tends to work well in most setups. In this case, we’d recommend placing Combat Extender after Absolute Wrath for best results.
  10. Lezaza0
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    Hey,author!I have a few ideas here.I’m not sure if you’ve considered adding some time limits or activation count designs to the current Mod buffs?

    The main issue is that some of the reflective damage effects and very powerful ones cannot be weakened or avoided through dispelling spells or other means.

    This makes some difficulty mod combinations extremely tricky.
    The ‘’Absolute‘’ is a fantastic mod,but when combined with a large number of difficulty mods,and considering that the Absolute is an almost entirely random mechanism,if all the blessings are permanent,it greatly reduces flexibility.

    Players are even forced to keep reloading for more“friendly”effects to start a battle.

    thanks
    1. Grimpreacher
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      Hey again—and appreciate all the work you’ve helped with on translations!

      As for the feedback, Absolute Wrath already includes quite a few affixes that are time-limited, trigger-based, or expire after use. Reflective effects in particular are extremely rare, and the ones that do exist are intentionally mild or self-limiting.

      So it's a bit odd to hear the description of unavoidable or “permanent” and "very powerful" effects, especially in combination with other difficulty mods at play. If something stood out or felt out of line, we’d definitely be interested in hearing which affix it was—happy to take another look!
    2. Lezaza0
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      I'm glad to hear you say that!It's a great design indeed!I understand,and I'll definitely give feedback if I find anything.

      Thanks!
  11. dongxiaopeng
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    是否可以加入CMC配置菜单?
    1. Grimpreacher
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      Thanks for the suggestion! Absolute Wrath was designed as a shared, structured challenge rather than a customizable experience. There’s a lot of logic behind how affixes are applied, and we want that to feel consistent and meaningful for everyone.

      That said, we’re always open to feedback from the community—and for those comfortable tweaking things, it’s possible to adjust values manually in the files if you’re looking for a personal touch.