Divine Remix

A Gibberlings Three Mod
Authors: Andyr, 'Cam' Camagna, NiGHTMARE

Version 7 - Check for the most recent version

Overview

The Divine Remix aims to rebalance and change several aspects of divine-magic-using classes (clerics, paladins, druids, and rangers) in Baldur's Gate (via Baldur's Gate Tutu) and Baldur's Gate II. The mod originally began as Cleric Remix.

This originally started as a project to simply add some cleric kits to Baldur's Gate II. Andyr and NiGHTMARE, already planning something similar (though far more extensive) for their upcoming Lands of Intrigue mod, came on board and helped us with the concept, implementation, and scope of the mod. The mod has several goals, aimed at enhancing role-playing for these four classes. First was an overall expansion of kits and options available for each class--there are many, many Faerûnian deities available, and while we won't be able to address all of them (including several of the more common deities or, more specifically, their specialty priests), the mod will give the players new ways to explore the stories and adventures of both BG and BG2. To truly accomplish differentiation, however, we had to really revamp the divine magic system. Most notably, we've adapted the PnP system of spell spheres (more on this below) to better reflect the diversity of beliefs among deities and their followers. New spells have also been added.

Spells and spheres

The most notable change to the spell system is the proper implementation of spheres. Like arcane magic and its school system, divine magic can be broken into spheres such as animal, necromancy, protection, etc. The spells available to a divine caster are limited to spheres related to their deity's portfolio. There are three levels of sphere access:

The different spell selections available to a character can vary, sometimes significantly, between classes and even within kits of a class. The spells available to the character reflect their beliefs, and as such, one spellbook for all no longer makes sense. Sphere restrictions are now included in kit descriptions. Under the implementation of spheres, spells that had previously been druid-only are now accessible to some specialty priests and in some cases (Dolorous Decay) available to trueclass clerics as well. New divine spells are included. If a spell belongs to multiple spheres, access to any of the spell's spheres will grant a character access to the spell. Access to all spheres is not required.

Alignment now also plays a larger role in spell selection as the selection of spells considered 'good' and 'evil' has been expanded. The added wrinkle is that deity alignment now plays a role: if a spell is considered an 'evil' spell, your neutral deity may not grant it to you even if your character is evil. The biggest change on this front is that the harmful versions of necromantic spells (i.e. Cause Wounds, Slay Living, Harm, etc.) are now considered 'evil' spells, as they're treated in PnP. (Note that Oghma and Kossuth are the two exceptions--as they welcome followers of all alignments, they do not restrict granting spells based on their evil or good connotations, though your character's alignment will still apply.

General cleric changes

Clerics were the starting point of the mod, and as such are the most changed of the four classes. A full sphere system has been implemented for the three existing kits as well as the new kit priests. Trueclass clerics receive an additional spell per level to compensate for their smaller spell selections in spell levels four to seven, whereas kits gain innate abilities relevant to their deity. Kits also have unique holy symbols for their deities, for ToB players. Trueclass clerics have major access to the spheres of all, charm, combat, creation, divination, guardian, healing, necromantic, protection, and summoning and minor access to the spheres of elemental (earth) and elemental (water).

General druid changes

In this version, only minor changes are made to druids. Druids have looser bounds on their neutrality requirements--rather than being restricted to True Neutral, druids are now allowed to have any alignment that contains neutrality: neutral good, neutral evil, lawful neutral, and chaotic neutral are now allowed in addition to true neutral. Druids (and their kits, mod or otherwise) have been moved to a druid-appropriate spell sphere selection of major access to all, animal, elemental (all), healing, plant, sun and weather.

General paladin changes

Paladins (and their kits, mod or otherwise) have been moved to a paladin-appropriate spell sphere selection of major access to the spheres of combat, divination, healing and protection.

General ranger changes

Rangers (and their kits, mod or otherwise) have been moved to a ranger-appropriate spell sphere selection of major access to all, animal, healing, plant, and weather.

Compatibility

This mod is designed to work with BG2: Shadows of Amn with or without the expansion pack Throne of Bhaal. With Throne of Bhaal, High Level Abilities (HLAs) are also restricted by sphere and some kits have unique HLAs pertaining to their deity. The mod is also designed to be compatible with Baldur's Gate Tutu. Because of the extensive changes to the divine spellcasting classes there are some compatibility issues of which to be aware.

Divine kit mods

Divine kits will have their spellbooks adjusted for the base class spell spheres provided by Divine Remix, provided this mod is installed after them. If kits are installed after Divine Remix, those kits will have no divine spells available for casting, unless they're designed to work with DR (the kits in Oversight as of v8 and SP Collection as of v7 can be installed after DR, for example). Because of hardcoded engine limitations, no more than nine kits for any class are available for selection by the player at any time. The Feralan and Justifier kits included in Unfinished Business are identical to the two offered in Divine Remix. If the kits from UB are installed prior to DR, they will be adjusted to use the proper sphere restrictions and the versions from Divine Remix will not install.

There is now a how-to available for modders who wish to either remove install-order issues with DR or use the sphere system for their kits.

Tweak mods

The mod is fully compatible with the changes made in the Ashes of Embers Universal Weapons component, provided Divine Remix is installed after it. Divine Remix is compatible with all components of BG2 Tweaks. The mod will not conflict with the changes made in Kish's Oversight mod, though some of the changes introduced there are implemented in Divine Remix and some are overwritten. For example, Divine Remix also fixes the bug that prevents Cleric-Rangers from obtaining the Cleric Stronghold, but it does not allow monks to obtain them. Other tweak mods are, to the best of our knowledge, fully compatible.

Spell packs and high level ability mods

This mod will conflict with cleric and druid HLA tables from Refinements, as Divine Remix uses its own tables. In general new divine spells, unless specifically designed for Divine Remix compatibility, will either be exempt from spell sphere restrictions or will not be available for clerics or paladins (depending on install order). Changes to existing spells should work fine.

Installation

Windows
The Divine Remix is packaged and installed with WeiDU and is distributed as a self-extracting archive. To install, simply double-click the archive and follow the instructions on screen.

Alternatively the files can be extracted from the archive using WinRAR. If properly extracted, you should have a Divine_Remix folder and Setup-Divine_Remix.exe in your BG2 folder. To install, simply double-click Setup-Divine_Remix.exe and follow the instructions on screen.

Please run Setup-Divine_Remix.exe in your BG2 folder to reinstall, uninstall or otherwise change components.

Mac OS X
If the mod was previously installed, uninstall it before extracting the new version. The Divine Remix is packaged and installed with WeiDU. To install, simply extract the contents of the mod into your BG2 folder.  If properly extracted, you should have a Divine_Remix folder, Setup-Divine_Remix, and Setup-Divine_Remix.command in your BG2 folder. To install, simply double-click Setup-Divine_Remix.command and follow the instructions on screen.

Contents

Core Components
This is required for all other components

This component will install the base, shared components between the four classes, such as the spell sphere system, spell corrections, compatibility fixes, and new spells. This component is required for all other components in the mod. Installing this component will impose sphere restrictions on all divine characters.

New divine spells include: Alicorn Lance, Beast Claw, Cause Blindness or Deafness, Cause Disease, Cause Light Wounds, Cause Medium Wounds, Conjure Air Elemental, Cure Blindness or Deafness, Curse, Detect Good, Divine Shell, Energy Drain, Faerie Fire, Impervious Sanctity of Mind, Impregnable Mind, Moonblade, Protection from Good, Protection from Good 10', Resist Acid and Corrosion, Strength of Stone, and Sunscorch.

Many spells also had incorrect sphere assignments (or none listed). The spellbooks of all divine casters will be adjusted to reflect their sphere restrictions.

Disable Mod Kits
Requires Core Components

When selecting a kit at character creation, the Infinity Engine is hardcoded to display only nine choices. You can install more than nine kits, but only the first nine installed will be offered as selections. This component gives you the option of making all previously installed kits invisible at character creation, leaving a blank slate for new kits. Please note that this component only removes the kits from selection at character creation--any creatures that still need to use these kits (such as enemies or NPCs) will be fine, i.e. removing the Lathander kit will not prevent the Lathander priests at the temple from being Morninglords.

For each class, you have the option of removing mod kits, or mod and original Bioware kits. At present, this option is available for all but the paladin class, as it's the only one in the current release without new kits available.

Cleric Remix

Cleric Remix
Requires Core Components
Required for all Divine Remix cleric kits

This component will implement proper spell sphere restrictions for clerics and for the original three kits included in BG2. The cleric maximum spell progression has been altered to match available 2e source material--the most notable difference is that very high level clerics should see more 7th level spell slots.

The clerical strongholds have also been changed slightly, following along the lines of Oversight. Cleric-Rangers will now be offered a choice of stronghold, and the alignment requirements to assist one of the BG2 temples have been altered slightly--Helm no longer accepts Chaotic-aligned characters, for example. The kitted clerics will be offered a stronghold based on their deity, though some trueclass clerics, Painbearers, and Firewalkers will be offered a choice between two temples.

The original three Bioware kits have been changed as follows:

MORNINGLORD OF LATHANDER: Lathander, also called the Morninglord, is the god of the spring, dawn, birth, and renewal, a god of beginning and hidden potential, a deity of conception, vitality, youth, renewal, and self-perfection. He is the commander of creativity. He is a native of the plane of Elysium, and he is on good terms with Chauntea. Lathander's symbol is a simple disk of rosy pink hue. These disks are often cut of rose quartz or similar minerals.

Lathander is a god of beginnings, and even individuals who worship other gods still offer a prayer to him at the start of a journey of endeavor. Lathander's name is invoked to seal alliances and start new ventures or companies. As a result, Lathander is very popular among the merchant classes, and has benefited accordingly.

Morninglords of Lathander can only be of Neutral Good, Lawful Good, Chaotic Good, and True Neutral alignments.

Abilities:
- Spiritual Weapon: Mace - 'Dawn's Embrace' once per day
The mace is the spiritual weapon of Morninglords of Lathander, and is wielded as if the caster had grand mastery in the weapon. The mace is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Boon of Lathander once per day
This spell lasts for 6 seconds per level of the caster. It gives the caster +1 to hit, +1 to damage, +1 to all saving throws and gives the caster 1 extra attack per round. It also protects the recipient from level drain.
- From level 7 can cast Hold Undead once per day, as third level mage spell of the same name
- From level 9 can cast Flame Strike once per day, as fifth level cleric spell of the same name
- From level 11 can cast Heal once per day, as sixth level cleric spell of the same name
- From level 14 can cast Greater Restoration once per day, as seventh level cleric spell of the same name

Sphere Access:
- Major access to the spheres of all, astral, charm, creation, elemental, healing, necromantic (restorative forms only), plant, sun, thought, wards, weather
- Minor access to the spheres of combat, divination, guardian, time
- No access to the spheres of animal, chaos, law, numbers, protection, summoning, travelers, war

 

WATCHER OF HELM: The god of guardians and protectors, Helm is the epitome of the guardian, the watcher, the guard, and has in years past been greatly venerated by those who need to remain watchful for evil at their doorsteps. Helm is ever-vigilant, and embodies the spirit of lawful neutrality. Helm makes his home on the clockwork plane of Nirvana, in a region separate from Mystra. Helm's Symbol is an open eye painted onto a gauntlet.

Helm teaches that one must be ever vigilant, ever aware, ever prepared for one's enemies. He also serves those who stand, wait and watch carefully. Careful planning will always defeat rushed actions in the end.

Watchers of Helm can only be of Lawful Neutral, Lawful Good, True Neutral, and Lawful Evil alignments.

Abilities:
- Spiritual Weapon: Bastard Sword - 'Ever Watchful' once per day
The bastard sword is the spiritual weapon of Watchers of Helm, and is wielded as if the caster had grand mastery in the weapon. The bastard sword is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Glyph of Warding once per day, as third level cleric spell of the same name
- From level 7 can cast Farsight once per day, as fourth level cleric spell of the same name
- From level 9 can cast Protection From Normal Weapons once per day, as fifth level mage spell of the same name
- From level 11 can cast True Seeing once per day, as fifth level cleric spell of the same name
- From level 14 can cast Mantle once per day, as seventh level mage spell of the same name

Sphere Access:
- Major access to the spheres of all, astral, combat, divination, guardian, protection, sun, wards
- Minor access to the spheres of creation, elemental, healing, war
- No access to the spheres of animal, charm, chaos, law, necromantic, numbers, plant, summoning, thought, weather

 

STORMLORD OF TALOS: Talos is the destructive force of nature. He is the god of storms, forest fires, earthquakes, tornadoes, and general destruction. He makes his home in the aptly named plane of Pandemonium. He attracts the destroyer, the raider, the looter, and the brigand among his followers. Talos' symbol is three lightning bolts, each a separate color, radiating from a central point.

Talos the Destroyer is the dark side of nature, the uncaring and destructive force that lays waiting to strike at any time. Talos is more feared than worshipped, which seems to account for his great popularity as much as anything. The church of Talos exults in the wild destruction of nature at its fiercest, trusting to its own luck and the favor (or ill-favor) of the god to protect it. Church members tend to be fatalistic in nature as a result--almost self-destructive. However, clerics of Talos wish to take as many others with them as possible.

Stormlords of Talos can only be of Chaotic Evil, Chaotic Neutral, and Neutral Evil alignments.

Abilities:
- Spiritual Weapon: Half-Spear - 'Fury of Talos' once per day
The Half-Spear is the spiritual weapon of Stormlords of Talos, and is wielded as if the caster had grand mastery in the weapon. The Half-Spear is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds and can be used once per day.
- Innate electrical resistance of 1% per level
- Destructive Blow once per day
Once per day, a Stormlord can focus the destructive wrath of Talos in combat. This spell grants the Stormlord +2 to damage and +2 to hit for one round per level, up to 20 rounds.
- From level 7 can cast Storm Shield once per day
This spell lasts 1 round per level of the caster. It protects the caster from lightning, fire, cold and normal missiles
- From level 9 can cast Cloudkill once per day, as fifth level mage spell of the same name
- From level 11 can cast Chain Lightning once per day, as sixth level mage spell of the same name
- From level 14 can cast Earthquake once per day, as seventh level cleric spell of the same name

Sphere Access:
- Major access to the spheres of all, animal, astral, chaos, combat, elemental, healing, necromantic, summoning, war, weather
- Minor access to the spheres of creation, divination, protection, time
- No access to the spheres of charm, guardian, law, numbers, plant, sun, thought, travelers, wards

Silverstar of Selûne
Requires Cleric Remix component

This component installs the Silverstar of Selûne cleric kit.

SILVERSTAR OF SELÛNE: Selûne (pronounced: seh-loon-ay), Our Lady of Silver, is the goddess of the moon, the stars, and those who use them to navigate. Her eternal foe is the evil Shar, goddess of darkness, night, loss, and forgetfulness. Selûne is often called the Moonmaiden for her connection to the silver moon that orbits Faerûn. She is the goddess of the moon and travelers. Selûne's home plane is The Gates of the Moon with her home a shining hall of silver called Argentil.

Non-evil lycanthropes honor Selûne as the master of their fate as do astrologers and fortune tellers. Selûne is also growing popular among alewives, laundresses, seamstresses and servants with the message of female empowerment. She is also worshiped by female spellcasters, navigators and sailors.

Selûne's clerics, called Silverstars of Selûne, are dedicated advocates of freedom and tolerance, wanderers on the path of truth and absolute foes of Shar. They seek to build harmony among lycanthropes and non-shapechangers, and they protect the weak and the oppressed everywhere. They cannot abide slavery, and they hate most undead. They rarely settle in one place for long, instead moving along when seized by wanderlust or enticed by a new cause or mission. They deal with lunar energies and phenomena and are, to a limited degree, able to wield the power of the moon, bringing its fierce, pure white light to Toril to advance the goddess's wishes.

Silverstars of Selûne can only be of Chaotic Good, Neutral Good, and Chaotic Neutral alignments

Abilities:
- Spiritual Weapon: Mace - 'Moon's Hand' once per day
The Moon's Hand is the spiritual weapon of Silverstars of Selûne, and is wielded as if the caster had grand mastery in the weapon. The Moon's Mace is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Infravision
- Can cast Moon Shield once per day
Upon casting this spell, the Silverstar receives a resistance to all magic. The resistance conferred is 2% per level of the cleric up to a maximum of 40% at 20th level. This resistance is set so if the target already has more magic resistance than the cleric would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled.
- From level 7 can cast Free Action once per day, as fourth level cleric spell of the same name
- From level 9 can cast Sunfire once per day, as fifth level mage spell of the same name
- From level 11 can cast Summon Air Elemental once per day, as sixth level mage spell of the same name
- From level 14 can cast Protection From The Elements once per day, as seventh level mage spell of the same name

Sphere Access:
- Major access to the spheres of all, animal, astral, combat, divination, guardian, healing, necromantic, numbers, summoning, sun, travelers, weather
- Minor access to the spheres of charm, elemental, plant, wards
- No access to the spheres of chaos, creation, law, protection, thought, time, war

Nightcloak of Shar
Requires Cleric Remix component

This component installs the Nightcloak of Shar cleric kit.

NIGHTCLOAK OF SHAR: Shar is the goddess of darkness, night, loss, and forgetfulness. Her main aspect is worshipped by those who deal in the night (such as thieves), who hate the light (such as goblin races and their allies), and who feel bitterness and loss. Her symbol is a black disk with a border of deep purple.

Shar's mortal enemy is the goddess Selûne and the two fight on a number of levels throughout their immortal lives. There is a continual war between the two faiths and jihads against Selûne and her followers are common where Shar is strong.

Clerics of Shar are called Nightcloaks. They exist outside the standard church hierarchy. Shar has no main temple, but instead has a scattering of cells and secretive places throughout the Realms. The Nightcloaks of Shar serve as contacts, messengers, and enforcers of the Dark Lady's will.

Nightcloaks of Shar can only be of Neutral Evil, Lawful Evil, Chaotic Evil, and True Neutral alignments.

Abilities:
- Spiritual Weapon: Chakram - 'Disc of Night' once per day
The Disc of Night is the spiritual weapon of Nightcloaks. The chakram is treated as a returning dart and is wielded as if the caster had grand mastery in the weapon. The chakram is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Immune to all forms of Blindness.
- From level 7 can cast Confusion once per day, as fourth level mage spell of the same name
- From level 9 can cast Feeblemind once per day, as fifth level mage spell of the same name
- From level 11 can cast Invisible Stalker once per day, as sixth level mage spell of the same name
- From level 14 can cast Power Word, Stun once per day, as seventh level mage spell of the same name

Sphere Access:
- Major access to the spheres of all, charm, combat, divination, guardian, necromantic, protection, and thought
- Minor access to the spheres of creation, elemental and healing
- No access to the spheres of animal, chaos, law, numbers, plant, summoning, sun, war, wards and weather

Holy Strategist of the Red Knight
Requires Cleric Remix component

This component installs the Holy Strategist of the Red Knight cleric kit.

HOLY STRATEGIST OF THE RED KNIGHT: Holy Strategist is the name by which a cleric of the Red Knight is known, and it is an apt title indeed. By devoting themselves to mastering military tactics and strategy, these militant clerics hone their minds and bodies into the deadliest weapons in Faerun. So impressive is their reputation that armies outnumbering their foes three to one have been known to surrender upon learning that a Holy Strategist leads the opposing force.

Collectively, the clerics of the Red Knight are referred to as the Red Fellowship. Many members serve as high-ranking commanders in armies throughout Faerun, often personally leading elite "special forces" units. Others who are not directly in the employ of the church serve as instructors at military academies or as quartermasters in charge of keeping the troops on the front line fed and supplied. When they are not in battle, Holy Strategists wear flowing robes of red accented with white.

Holy Strategists of the Red Knight can only be of Lawful Good, Lawful Neutral, and Lawful Evil alignments.

Abilities:
- Spiritual Weapon: Longsword - 'Checkmate' once per day
The Checkmate is the spiritual weapon of Holy Strategists, and is wielded as if the caster had grand mastery in the weapon. The Checkmate is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Can cast Infravision, Clairvoyance, and Wizard Eye as divine spells
- At 13th level, Holy Strategists can make two melee attacks per round
- From level 7 can cast Haste once per day, as third level mage spell of the same name
- From level 9 can cast Defensive Harmony once per day, as fourth level cleric spell of the same name
- From level 11 can cast Mass Cure once per day, as fifth level cleric spell of the same name
- From level 14 can cast Mantle once per day, as seventh level mage spell of the same name

Sphere Access:
- Major access to the spheres of all, charm, combat, divination, guardian, healing, law, protection, war
- Minor access to the spheres of necromantic, summoning, thought, travelers, wards
- No access to the spheres of animal, astral, chaos, creation, elemental, numbers, plant, sun, time, weather

Battleguard of Tempus
Requires Cleric Remix component

This component installs the Battleguard of Tempus cleric kit.

BATTLEGUARD OF TEMPUS: Tempus is the Realms' god of war, the Lord of Battle, the Foehammer. He is random in his favors, yet his chaotic nature favors all sides equally. He may be on an army's side on one day and against them the next. Such is the nature of war as embodied by Tempus.

The dress of the priest of Tempus is armor, battle-worn and battered. In more civilized regions this has been replaced by a steel skullcap, but the message is the same--these are warrior priests. Their place is in the trenches with the troops, urging them onwards. Priests of Tempus may be found on both sides of a conflict, as none can ever truly know who the war god will favor.

Battleguards of Tempus can only be of Chaotic Neutral, Chaotic Good, True Neutral, and Chaotic Evil alignments

Abilities:
- Spiritual Weapon: Battleaxe - 'Battle Prowess' once per day
The Battle Prowess battleaxe is the spiritual weapon of Battleguards, and is wielded as if the caster had grand mastery in the weapon. The Battle Prowess is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Can place two proficiency stars in any melee weapon a cleric can use.
- Can go into a Berserker Rage once per day
- From level 7 can cast Holy Power once per day, as fourth level cleric spell of the same name
- From level 9 can cast Chaos once per day, as fifth level mage spell of the same name
- From level 11 can cast Tenser's Transformation once per day, as sixth level mage spell of the same name
- From level 14 can cast Sphere of Chaos once per day, as seventh level mage spell of the same name
- Cannot be proficient in ranged weapons

Sphere Access:
- Major access to the spheres of animal, combat, chaos, divination, elemental, necromantic, protection, and war
- Minor access to the spheres of all, guardian, healing, summoning, sun, wards and weather
- No access to the spheres of charm, creation, law, numbers, plant and thought

Painbearer of Ilmater
Requires Cleric Remix component

This component installs the Painbearer of Ilmater cleric kit.

PAINBEARER OF ILMATER: Ilmater is the Crying God, the god of endurance, suffering, martyrdom, and perseverance. It is he who offers succor and calming words to those who are in pain, oppressed, or in great need. He is the willing sufferer, the one who takes the place of another to heft the other's burden, to take the other's pain. He is the god of the oppressed and unjustly treated. In early days Ilmater's symbol was a blood stained rack, but of late a set of white hands bound by a blood red cord is used. The latter symbol has increased Ilmater's popularity in the world at large. Ilmater dwells in the Twin Paradises.

The followers of Ilmater are often perceived as being intentional sufferers, but in reality they offer a great deal along the "pure clerical" nature of healing and recovery to those who have been hurt. They put others ahead of themselves, are sharing, and emphasize the spiritual nature of life over the gross material body. Ilmater's priests are found where they are needed, which is usually in the worst possible conditions, ministering to the needs of the oppressed, and the poor. They dress simply in gray, with gray skullcaps (blood red for the higher ranks).

Painbearers of Ilmater can only be of Lawful Good, Neutral Good, and Lawful Neutral alignments.

Abilities:
- Spiritual Weapon: Fist - 'Hand of Ilmater' once per day
The Hand of Ilmater is the spiritual weapon of Painbearers. The Hand of Ilmater does 1d6 base damage and is treated as if the caster is a grand master. The Hand of Ilmater is treated as a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 25 and above. The Hand of Ilmater lasts for one round per level of the caster, up to 20 rounds.
- Can Lay On Hands once per day
- From level 7 can cast Neutralize Poison once per day, as fourth level cleric spell of the same name
- From level 9 can cast Ilmater's Endurance once per day
The Painbearer draws upon Ilmater to be able to shoulder the burden of trials ahead. For 1 round per level of the Painbearer, the cleric gains +2 to saves, doubles HP, is immune to panic and disease, and will stand firm in the face of any charge or force.
- From level 11 can cast Heal once per day, as sixth level cleric spell of the same name
- From level 14 can cast Regeneration once per day, as seventh level cleric spell of the same name

Sphere Access:
- Major access to the spheres of all, charm, creation, guardian, healing, law, necromantic, protection, and travelers
- Minor access to the spheres of combat, elemental, summoning, sun, wards, and weather
- No access to the spheres of animal, astral, chaos, divination, numbers, plant, thought, time, and war

Firewalker of Kossuth
Requires Cleric Remix component

This component installs the Firewalker of Kossuth cleric kit.

FIREWALKER OF KOSSUTH: Kossuth, Firelord, the Tyrant among Fire, is an Elemental Lord from the Elemental Plane of Fire. He is generally uncaring to his faithful, but continues to grant his priests their powers since their worship increases his power on his home plane. To maintain continued worship he does take a limited interest in his followers' mortal problems, and occasionally makes his presence known with a manifestation, but never an avatar.

Kossuth's church is varied and chaotic since he takes no interest in its structure. As a result it is a collection of cults with each faction coming up with its own ethics, codes, morals, and teachings. Kossuth's symbol varies greatly from faction to faction, but is generally a depiction of fire. It is believed that if Kossuth's following were to somehow become unified he would become a very powerful force in the Realms, something the other gods don't really wish to see happen. Of the four Elemental Lords, the best known and most feared are the cults of Kossuth, who are very powerful in Thay and the lands of the East.

Firewalkers of Kossuth can be of any alignment, but most are evil, reveling in the destructive power of fire. They can be members of any race. They dress in whatever their faction deems appropriate for the representation of their god. This is usually robes and long capes in reds, yellows, and oranges.

Abilities:
- Spiritual Weapon: Flail - 'Tendril of Flame' once per day
The flail is the spiritual weapon of Firewalkers of Kossuth, and is wielded as if the caster had grand mastery in the weapon. The flail is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Has 2% fire resistance per level.
- From level 7 can cast Fireshield: Red once per day, as the fourth level mage spell of the same name
- From level 9 can cast Sunfire once per day, as the fifth level mage spell of the same name
- From level 11 can cast Conjure Fire Elemental once per day, as the sixth level cleric spell of the same name
- From level 14 can cast Delayed Blast Fireball once per day, as the seventh level mage spell of the same name

Sphere access:
- Major access to all, combat, elemental fire, healing, summoning, and sun
- Minor access to divination, elemental air, elemental earth, protection, and war
- No access to the spheres of animal, astral, charm, chaos, creation, elemental water, guardian, law, necromantic, numbers, plant, time, thought, travel, wards, and weather

Authlim of Iyachtu Xvim
Requires Cleric Remix component

This component installs the Authlim of Iyachtu Xvim cleric kit.

AUTHLIM OF IYACHTU XVIM: Iyachtu Xvim is said to the result of a union between the Black Lord, Bane, and a greater or a true tanar'ri, and thus the blood of Bane runs through his veins. Another tale says he is the spawn of the Black Lord and a corrupted Paladin. Also called the Godson and the Son of Bane, Xvim has served as Bane's instrument in the Realms, carrying out the will of his father. He appears either as a gaunt, naked man with a great scimitar or a black cloud with glowing green eyes.

Xvim was imprisoned under Zhentil Keep during the Time of Troubles, where he was held for ten years. He managed to free himself when Zhentil Keep fell during the Cyrinishad fiasco, where he also managed to steal the portfolios of Tyranny and Hatred away from Cyric. He is now the god of Fear, Hatred, Malice, and Tyranny. He is working toward fully taking the place of his father, Bane, which makes him a bitter enemy of Cyric. His following is strongest in the East, particularly in Thay, but his priesthood is rapidly spreading throughout the Realms. His priests favor black robes trimmed with dark green. They also wear black iron gauntlets with glowing green eyes painted on the back of the hand. These gauntlets are actually the priests' holy symbols of Xvim.

Authlims of Xvim can be members of any race. They can only be of Lawful Evil, Lawful Neutral or Neutral Evil alignment.

Abilities:
- Spiritual Weapon: Scimitar - 'Scimitar of Souls' once per day.
The scimitar is the spiritual weapon of the Authlim of Iyachtu Xvim, and is wielded as if the caster had grand mastery in the weapon. It is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 25 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Immune to Fear.
- From level 7 can cast Greater Malison once per day, as fourth level mage spell of the same name
- From level 9 can cast Lower Resistance once per day, as fifth level mage spell of the same name
- From level 11 can cast Death Spell once per day, as sixth level mage spell of the same name
- From level 14 can cast Mantle once per day, as seventh level mage spell of the same name
- The Authlim may only cast his curative spells on himself, not others. Xvim and his Authlim despise weakness and do not help those in need.

Sphere access:
- Major access to the spheres of all, combat, divination, guardian, healing, necromantic, summoning and war
- Minor access to the spheres of charm, creation, elemental, and law
- No access to the spheres of animal, chaos, numbers, plant, protection, wards and weather

Lorekeeper of Oghma
Requires Cleric Remix component

This component installs the Lorekeeper of Oghma cleric kit.

LOREKEEPER OF OGHMA: Oghma is the god of knowledge and invention, the Binder of What is Known, and the Patron of Bards. He is the most powerful god of knowledge in the Realms (second if you consider magical ability as knowledge, with Mystra at its head). Deneir and Milil both act as intercessors for Oghma, carrying new information both to him and to those whom Oghma favors.

Oghma's followers believe that knowledge is most supreme, particularly in its raw form, the idea. An idea has no weight but can move mountains. It has no height but it can dominate a nation. It has no mass but it can push aside empires. Knowledge is the greatest tool of humankind, outweighing anything made by mortal hands. Before anything can exist, the idea must exist.

Lorekeepers of Oghma can be of any race and alignment.

Abilities:
- Spiritual Weapon: Longsword - 'Mortal Strike' once per day
The longsword is the spiritual weapon of Lorekeepers of Oghma, and is wielded as if the caster had grand mastery in the weapon. The sword is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Gain a base of 10 lore/level.
- From level 7 can cast Secret Word once per day, as fourth level mage spell of the same name
- From level 9 can cast Oracle once per day, as fifth level mage spell of the same name
- From level 11 can cast Power Word: Silence once per day, as sixth level mage spell of the same name
- From level 14 can cast Ruby Ray of Reversal once per day, as seventh level mage spell of the same name

Sphere access:
- Major access to the spheres of all, astral, combat, charm, divination, elemental, guardian, healing, protection, summoning, thought and travel
- Minor access to the spheres of animals, creation, necromantic, sun and wards
- No access to the spheres of chaos, law, numbers, plant, time, war and weather

Heartwarder of Sune
Requires Cleric Remix component

This component installs the Heartwarder of Sune cleric kit.

HEARTWARDER OF SUNE: Sune (pronounced: sue-nee) Firehair is said to be the fairest of all the powers. When she is represented, she is shown as the most beautiful woman in the Realms, with sweeping, radiant, red hair and incredible charms. The Sunite faith is a popular one in large metropolitan areas and among the nobility. Those of a literary or artistic bent, as well as people falling in love or looking for lifemates, often venerate the Lady Firehair.

Sune herself is said to be benevolent and sometimes whimsical, alternating between deep passions and shallow flirtations. She has been romantically linked with many of the Faerûnian powers in the myths of the Realms, though she has never shown any love at all for the gods of fury, Talona, or Tempus, since their functions posit the destruction of many beautiful things, both living and inanimate. Currently, she is rumored to have been rather smitten by the noble actions of Torm at Tantras during the Time of Troubles.

Sune's specialty priests, known as Heartwarders of Sune, are aesthetes and hedonists who actively seek out pleasure and beauty in all things, and who nurture the creation of beautiful objects. They are typically found in large cities in the company of the cultural elite. Most are active patrons of the arts, and all play the role of matchmaker for persons in all levels of society. Many are employed as artists, crafters, performers, or instructors, though a few travel the world to promote beauty and love.

Heartwarders of Sune can only be of Neutral Good, Chaotic Good, and Chaotic Neutral alignments.

Abilities:
- Spiritual Weapon: Flail - 'Shock Flail' once per day
The Shock Flail is the spiritual weapon of Heartwarders of Sune, and is wielded as if the caster had grand mastery in the weapon. The Shock Flail is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- +1 Charisma
- From level 7 can cast Emotion once per day, as fourth level mage spell of the same name
- From level 9 can cast Flamestrike once per day, as fifth level cleric spell of the same name
- From level 11 can cast Mislead once per day, as sixth level mage spell of the same name
- From level 14 can cast Mantle once per day, as seventh level mage spell of the same name

Sphere Access:
- Major access to the spheres of all, astral, charm, creation, divination, guardian, healing, protection, sun, thought, time
- Minor access to the spheres of combat, elemental, necromantic, summoning
- No access to the spheres of animal, chaos, law, numbers, plant, travelers, war, wards, weather

Feywarden of Corellon
Requires Cleric Remix component

This component installs the Feywarden of Corellon cleric kit.

FEYWARDEN OF CORELLON: The leader of the elven pantheon, Corellon Larethian (CORE-ehlon Lah-RETH-ee-yen) is said to have given birth to the entire elven race, although sometimes Sehanine or Angharradh are given credit as well. Elven lore states that the Fair Folk sprang from drops of blood Corellon shed in epic battles with Gruumsh mingled with Sehanine's (or Angharradh's) tears. The Creator of the Elves embodies the highest ideals of elvenkind, and he is the patron of most aesthetic endeavors, including art, magic, music, poetry, and warfare. He is venerated by all the Fair Folk, except the drow and those who have turned to Lolth, Ghaunadaur, Vhaeraun, and other dark powers. Corellon is especially popular with elf and half-elf mages, musicians, and poets.

Ceremonial vestments for priests of Corellon consist of azure robes made of gossamer and embroidered with silver quarter moons. Silver circlets engraved with the Protector's symbol are worn on the brow. The holy symbol of the faith is a silver or mithral lunate pendant worn on a slender chain hung from the neck. When adventuring, Corellon's priests generally favor traditionally elven equipment in conscious imitation of their divine patron.

Feywardens of Corellon must be elves or half-elves, and may be of chaotic good, neutral good or chaotic neutral alignment.

Abilities:
- Spiritual Weapon: Longsword - 'Sahandrian' once per day
Sahandrian is the spiritual weapon of Feywardens of Corellon, and is wielded as if the caster had grand mastery in the weapon. Sahandrian is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- May place up to 2 proficiency points in weapons and maximum in fighting styles
- Gains a +1 bonus to saves vs. death
- From level 7 can cast Enchanted Weapon once per day, as fourth level mage spell of the same name
- From level 9 can cast Spell Immunity once per day, as fifth level mage spell of the same name
- From level 11 can cast Protection from Magical Weapons once per day, as sixth level mage spell of the same name
- From level 14 can cast Prismatic Spray once per day, as seventh level mage spell of the same name

Sphere Access:
- Major access to the spheres of all, astral, charm, combat, creation, divination, guardian, healing, necromantic, protection, sun, war and wards
- Minor access to the spheres of animal, chaos, summoning, plant and thought
- No access to the spheres of elemental, law, numbers, time, travelers or weather

Strifeleader of Cyric
Requires Cleric Remix component

This component installs the Strifeleader of Cyric cleric kit.

STRIFELEADER OF CYRIC: Cyric (seer-ick) is a megalomaniacal deity with an immense following. One of the three greater powers of evil on Faerûn, he is petty and self-centered, and enjoys misleading individuals of all inclinations so that they perform acts that ruin their lives or so that they make fatal mistakes. He drinks the tears of disillusioned dreamers and broken-hearted lovers. He is not above an alliance with another deity as long as he thinks he can betray the other divine power and come out ahead.

Cyric's church is pledged to spread strife and work murder everywhere in order to make folk believe in and fear the Dark Sun. It supports cruel rulers and indulges in intrigue in such a way that the world won't be overrun by wars (and thus fall under the sway of Tempus). His church is often beset by internal feuds and backstabbing, but this conflict has decreased in recent years as Cyric has gained better control of himself and has consolidated the churches of the deities whose portfolios he took over.

Strifeleaders wear black and purple robes. Silver bands, the symbol of their enslavement to Cyric, are worn on their wrists. Strifeleaders of Cyric may be of Chaotic Neutral or any Evil alignment.

Abilities:
- Spiritual Weapon: Long Sword - 'Razor's Edge' once per day
Razor's Edge is the spiritual weapon of Strifeleaders of Cyric, and is wielded as if the caster had grand mastery in the weapon. The Razor's Edge is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- May coat his weapon in poison once per day per 6 levels. Attacks made in the next round with that weapon will inject the poison into the target, dealing out 1 damage per second for 24 seconds (3 damage for the first 6 seconds). A saving throw vs. poison limits damage to 12 total.
- From level 7 can cast Dread Blast once per day
Fires a ray of negative energy that deals 4d8 damage +1/level (max +20) and confuses target for 1 round (save vs. spell at -2 to negate confusion)
- From level 9 can cast Chaos once per day, as fifth level mage spell of the same name
- From level 11 can cast Death Fog once per day, as sixth level mage spell of the same name
- From level 14 can cast Sphere of Chaos once per day, as seventh level mage spell of the same name

Sphere Access:
- Major access to the spheres of all, astral, charm, combat, guardian, healing, necromantic, summoning, sun, time, war, weather
- Minor access to the spheres of divination, elemental, numbers, protection
- No access to the spheres of animal, creation, chaos, law, plant, thought, travel, wards

 

Druid Remix

Druid Remix
Requires Core Components
Required for all Divine Remix druid kits

This component loosens the alignment restrictions for druids. Druids can now be any alignment as long as one component of their alignment is neutral. New allowed alignments are neutral good, lawful neutral, true neutral, chaotic neutral, and neural evil. This component also enforces stronger restrictions on fighter-druids--previously, fighter-druids could use armor unavailable to regular druids. This loophole has been closed.

Oozemaster
Requires Druid Remix component

This component installs the Oozemaster druid kit.

OOZEMASTER DRUID: Seeping out of every crack and crevice in the dungeon is some foul, monochromatic substance that adventurers wish wasn't there. Just when they get around the yellow mold, green slime drips from the ceiling. Quite often, such abominations well up naturally, but occasionally they are placed by a more deliberate hand--that of the oozemaster.

The oozemaster is not a class for stable individuals. It involves relating one-on-one with things that relate to nothing at all. Unlike the kindred creatures of most druids, the oozemaster's charges have nothing to say. No one has yet developed a Speak with Ooze spell--or if someone has, the oozes haven't responded. Given that oozemasters exude everything but confidence, most of them have few sentient friends and even fewer guests. Thus, they tend to gibber and talk to themselves a lot.

There are, however, substantial rewards to pursuing the path of the oozemaster. As their powers develop they find themselves taking on many of the characteristics of their favored creatures, although they become increasingly alien of mindset and find it harder to relate to others. By this point, though, they tend not to see this as much of a disadvantage.

Advantages:
- May use a Paralytic Touch attack once per day per 5 levels.
This spell functions in the same manner to the second level mage spell Ghoul Touch
- From level 5, the oozemaster's alien metabolism makes them immune to poison
- From level 7, may shapeshift to the form of a mustard jelly. This ability is useable 3 times per day
- From level 9, oozemasters become immune to acid
- From level 11, the oozemaster's alien metabolism renders them immune to disease
- From level 15, oozemasters become immune to blindness, sleep, paralysis, stunning and critical hits as they become one with the ooze and lack a discernable internal anatomy

Disadvantages:
- No access to spells from the spheres of animal or plant
- Do not gain other standard druidic special abilities (such as shapeshifting into wolves or bears, or the elemental resistance gained at high levels)
- Suffers a -1 penalty to Charisma at levels 1, 5, 7, 9, 11 and 15 as they become increasingly separated from a humanoid mindset and their features continue to distort

Paladin Remix

There are no changes to paladins in the current release, other than the implementation of spheres included in the core component.

Ranger Remix

There are no changes to rangers in the current release, other than the implementation of spheres included in the core component.

Bowslinger
Requires Core Components

This component installs the Bowslinger ranger kit.

BOWSLINGER: The Bowslinger is the epitome of elven skill with the bow. If there is a difficult shot to make, he will make it. Whether the target can only be reached by firing through high winds or is totally concealed, the Bow Slinger is confident of his ability to make the shot.

Bowslingers must be elves or half-elves.

Advantages:
- +1 THAC0 and damage with any missile weapon for every three levels of experience, slowing to every five levels once the bowslinger reaches 18th level
- Can achieve high mastery with any ranged weapon
- May use the 'Called Shot' ability once a day per four levels (starting at 4th level). When the bowslinger activates this ability, any shot made within the next 20 seconds gains +1 to both THAC0 and damage for every four levels of experience
- May use the 'Speed Shot' ability once a day per eight levels (starting at 8th level). When the bowslinger activates this ability, he makes one extra attack per round for five rounds
- May cast 'Detect Invisibility' once a day per six levels (starting at 6th level)

Disadvantages:
- Does not gain 'Charm Animal' as an innate ability
- -1 to damage with any melee weapon
- Can only become proficient with long swords, short swords and daggers
- Can not be proficient with any other melee weapon
- Cannot wear any metal armor

Feralan
Requires Core Components

This component installs the Feralan ranger kit. The Feralan is also included in Unfinished Business--if the kit is installed by UB before Divine Remix this component will not install but the kit will work in the game fine.

FERALAN: What happens to children who wander in the wilderness and are never recovered? Or worse, those who are abandoned there? Many succumb to the dangers of the wild, but a fortunate few are taken in by animals, raised as a part of a lion's brood, or a wolf's litter. Cut off from civilization, they gradually take on the characteristics of the creatures who adopted them, forming some kind of unity with the spirit of the wild. In the process they become feralans, beings who combine the savagery of beasts with the intellect of man.

Feralans cannot be Lawful Good.

Advantages:
- +10% to stealth
- +1 to Armor Class for every 5 levels of experience (starting at 1st level)
- May use the 'Feral Rage' ability once a day per 10 levels. The enraged state lasts for 60 seconds, and grants a bonus of +2 to hit, damage, and AC, and immunity to charm, hold and fear, maze, imprisonment, stun and sleep. He also gains 15 temporary hit points
- May use the 'Call of the Wild' ability once a day. This unique ability summons an animal companion who will fight for the caster for 3 rounds + 1 round/level. More powerful creatures are summoned at higher levels.

Disadvantages:
- Becomes winded after Feral Rage. While he's winded he receives -2 to hit, -2 to damage and a +2 penalty to armor class
- Can only be proficient with bastard swords, long swords, short swords, two-handed swords, katanas, scimitars, halberds, flails and crossbows
- Cannot wear any armor or use large shields
- Maximum Charisma is 2 points lower than a standard member of the race

Forest Runner
Requires Core Components

This component installs the Forest Runner ranger kit.

FOREST RUNNER: Wherever a corrupt or oppressive regime holds power, there's bound to be a Forest Runner. Forest Runners rise in opposition to such regimes, living on the fringes of society, usually one step ahead of the law. They're criminals only in a technical sense, as they adhere to a personal code that compels them to wage war against greedy aristocrats and unjust rulers. While the powers-that-be view the Forest Runner as a lawless troublemaker, commoners see him as hero, perhaps their best hope against a tyrannical government.

Forest Runners cannot be Lawful Good.

Advantages:
- +5% to stealth
- Can achieve mastery with long bows, quarterstaffs, long swords, and daggers
- May use the 'Inspire' ability once a day per six levels (starting at 1st level). This unique ability boosts the morale and attack rolls of the Forest Runner's companions for 3 rounds.

Disadvantages:
- May not wear any metallic armor
- Can only be proficient with axes, two-handed swords, warhammers, and crossbows

Justifier
Requires Core Components

This component installs the Justifier ranger kit. The Justifier is also included in Unfinished Business--if the kit is installed by UB before Divine Remix this component will not install but the kit will work in the game fine.

JUSTIFIER: Some expeditions are so demanding and some foes so dangerous that they require the attention of a highly trained specialist whose combat skills far exceed those of the typical ranger. Enter the Justifier, a master tactician whose military instincts, fighting versatility, and steely nerves places him in the first rank of elite warriors.

For a determined Justifier no job is too difficult, no enemy too formidable. Their proficiency with weapons gives them an edge in combat, though the smaller time devoted to magical training leaves them slightly lacking in that department.

Justifiers must be Lawful Good.

Advantages:
- +10% to stealth
- +1 to hit and +1 to speed factor for every 10 levels of experience

Disadvantages:
- Does not gain 'Charm Animal' as an innate ability
- Spell casting ability limited to:
'Cure Light Wounds' and 'Armor of Faith' once each per day from level 8
'Luck' and 'Remove Fear' once each per day from level 10
'Draw Upon Holy Might' once per day from level 12

Wilderness Runner
Requires Core Components

This component installs the Wilderness Runner ranger kit.

WILDERNESS RUNNER: There are rangers, and then there are rangers. Elves are uniquely connected with the rhythms of the forests, some more deeply than others. Only those who have chosen to become rangers may elect to become more fully part of the forest, casting aside the trappings of even elven society to serve the needs of the wood. They are called wilderness runners.

Only elves may be Wilderness Runners.

Advantages:
- +10% resistance to non-magical fire and cold
- Can achieve mastery with long bows and quarterstaffs
- May use the 'Enhanced Charm Animal' ability once a day per two levels (starting at 1st level). This unique ability replaces 'Charm Animal', lasting twice as long and affecting all animals in the vicinity
- Can set snares (starts at 20% and improves by 5% per level)

Disadvantages:
- May not wear any armor greater that studded leather
- Can only be proficient in flails, morningstars and warhammers
- Maximum Charisma is 2 points lower than a standard member of the race

NPC Changes

Add Battleguard of Tempus Kit to Branwen
Requires Battleguard of Tempus component

This component will change Branwen from a trueclass cleric to a Battleguard of Tempus. Branwen is a joinable NPC in Baldur's Gate Tutu and is available in the Baldur's Gate II tutorial. This component will kit both, but the changes will only show up in your game if you have not met Branwen yet.

Change Jaheira to Neutral Good
Requires Druid Remix

A player request, this component brings Jaheira's alignment to Neutral Good to better reflect her actions and attitude ingame. The changes will only show up in your game if you have not met Jaheira yet.

Add Nightcloak of Shar Kit to Viconia
Requires Nightcloak of Shar component

This component will change Viconia from a trueclass cleric to a Nightcloak of Shar. This component will affect Viconia in Baldur's Gate II or with Baldur's Gate Tutu, but only if you have not met Viconia yet. .

Contact Information

This mod was created by Andyr, CamDawg and NiGHTMARE. You can visit The Gibberlings Three for information on this and any other mods on which we may be working.

Thanks and Acknowledgements

This mod, given its scope, is the work of many people. From the many visitors to our forums and IRC channel, we've received more good suggestions than we've been able to implement (yet).

In particular, we'd like to highlight the contributions of Idobek (cleaned up major code for us), Grim Squeaker (who'll soon be added as an author, once he has those Paladin prestige kits done), Kish (whose Oversight cleric fixes helped make ours a lot simpler), and SimDing0 (many, many useful suggestions).

Many of our fellow Gibberlings have also assisted a great deal, with everything from suggestions to research to playtesting. BevH, BigRob, Bri, Caedwyr, and Domi have all been a tremendous help.

Thanks to the many visitors who offered encouragement, support, bug reports, suggestions and feedback. I'd like to single out Koson, who had suggested and posted many, many kits before disappearing.

Thanks to yarpen for providing the Polish translation.

Thanks to the still active and vibrant Infinity Engine modding community.

Tools Used in Creation
WeiDU by Wes Weimer and the bigg
Near Infinity by Jon Olav Hauglid
IESDP maintained by igi
DLTCEP by Avenger
BAM Workshop II by Andrew Bridges

Credits and Copyright Information

This mod may not be sold, published, compiled or redistributed in any form without the consent of its author. Divine Remix is ©2004 - 2006 Andyr, "Cam" Camagna and NiGHTMARE.

Divine Remix Version History

Version 7 - April 30, 2010

Version 6 - January 1, 2010

Version 5 - October 6, 2006

Version 4 - September 18, 2006

Version 3 - November 12, 2005

Version 2 - September 26, 2005

Version 1 - September 18, 2005

Cleric Remix Version History

The following is the version history from Cleric Remix, the forerunner of Divine Remix.

Version 0.8.8 - October 24, 2004

Version 0.8.7 - October 10, 2004

Version 0.8.6 - October 2, 2004

Version 0.8.5 - October 1, 2004

Version 0.8.4 - May 16, 2004

Version 0.8.3 - May 12, 2004

Version 0.8.2 - April 16, 2004

Version 0.8.1 - April 4, 2004

Version 0.8.0 - March 21, 2004