Note: It is impossible for dual spellcasting classes to choose spells know for both classes. The engine is limited and only looks for the first class if it needs new spells. This means that a Mystic Theurge will not get to pick new spells on MT levels, because the engine only looks to the cleric/druid to see if new spells are needed and skips the wizard/sorc. This means that a sorcerer will have to pick a sorcerer level in between MT levelups or edit in the spells using a GFF editor or TLK edit. The game does give you spellcasting progression and it will remember the spells you should have, so as soon as you pick a sorcerer level, you will get to pick all the spells you missed. The bard doesn't have this problem, the bard comes becore the cleric/druid, so he's the one who gets to pick spells. The Ultimate Magus also suffers from this limitation, but since both bard and sorcerer come before the wizard, the wizard is the one who won't get to pick new spells, which isn't a problem since he can memorise scrolls anyway. The Eldritch Theurge also suffers from this. You can only pick warlock spells at warlock levelups.
Small deviations from PnP:
Mystic Theurge: I changed the arcane spell level requirement to level It makes the class more playable with sorcerers, since they have more sorcerer levels to pick in between MT levels.
Ultimate Magus: Spontanious arcane spellcasting has been set to level 4. Because of engine limitations, it's not possible to get seperate spellcasting progression for both classes, so it's either full progression for both or limited for both. I chose to give full spellcasting progression, but the spontanious requirement has been upped to level 2 so you can't achieve level 9 spells with either spellcasting class, which you also can't in PnP. The spell power and bonus feats have also been implemented, but Augmented Casting and Expanded Spell Knowledge were not possible to implement at this time.
Swashbuckler: Acrobatic Charge has been replaced with the Dash feat, Acrobatic Mastery has been replaced with Skill Focus: Tumble. Improved flanking has been replaced with Opportunist and finally Lucky has been implemented as the halfling racial Lucky, so a passive +1 saves.
Eldritch Theurge: The Area of Effect spells with a Cone shape have been changed to Sphere AOE spells when used in the Spellblast feat (the spells themselves have not changed, unless specifically mentioned) because Cones cannot originate from a spot other then the caster. Also, the Spellblast and Greatreach Spellblast feats can only be enhanced with the base spells. When selecting a spell with metamagic, the metamagic will be neglected and the spellblast will use up a spell slot of the spell's base level. This is because the GetHasSpell script cannot identify metamagic and the DecrementRemainingUses script does not take metamagic into account.
Installation:
Override + Dialog.tlk version: The override folder contains the content you need to put in your override folder. The dialog.tlk goes in to the My Documents/Neverwinter Nights 2 folder.
Override + Custom.tlk version: The override folder contains the content you need to put in your override folder. The custom.tlk goes in to the TLK folder and you need to put the custom file (the one without the .tlk) in the installation directory of NWN2 instead of the My Documents directory (in my case C:\games\neverwinter nights 2). Now use the toolset and add the custom.tlk to the module you wish to play the game with. You can set this in the module properties of the module.
Hak + Custom.tlk version: The hak goes into the my documents/neverwinter nights 2/hak directory, the custom.tlk in the TLK directory and the custom tile in the neverwinter nights 2 installation directory (C:\...\neverwinter nights 2.). Now use the toolset to add the hak and tlk to the module properties of the module you wish to play the game with. Then import the .erf files in to your module.
For an overview of what files have been changed for this mod, check my wiki at Link
Final Note:
Have fun and enjoy the class! Be sure to check out the other Vault entry for a merged version with Kaedrin's work! Link
- Draco Rayne on the NWN 2 community boards
- Fuegan on the Vault
The override version with a custom.tlk for use with Mask of the Betrayer (1.10). Not yet compatible with Reeron's or Player 1's fixes, but it will be as soon as they release MOTB compatible versions of their work.
The hak version with a custom.tlk for use with Mask of the Betrayer (1.10). Not yet compatible with Reeron's or Player 1's fixes, but it will be as soon as they release MOTB compatible versions of their work.
The override version with dialog.tlk for use with Mask of the Betrayer (1.10). Not yet compatible with Reeron's or Player 1's fixes, but it will be as soon as they release MOTB compatible versions of their work.
Warmage would require a custom spellbook and dynamic spellbook changes for the levels where you can add Wizard spellbook Evocation spells.
Posted by Kunikos at 2007-11-0811:23:59
Actually, I think I may write up a PrC webpage for it-- it seems like an interesting idea. I don't have any reference material on the warmage, so I will call it something else and do my own version.
Posted by Kunikos at 2007-11-0811:22:36
I would think it wouldn't work with metamagic, since warmages wouldn't require arcane casting levels as a pre-req. Instead the only reqs would be something like Skill Focus (Concentration), ability to use a Longsword (Martial Weapon Skill or Elven Weapons), and Lore 4. This would allow a highly intelligent level 1 any-class Elf or level 1 Human Fighter/Ranger/Paladin to become qualified, or a level 2 fighter/ranger/paladin of many different races.
Posted by Dragoon001 at on11/08/07
Swashbuckler - Offline a hit, online now too. Thx Kunikos Your Warmage idea sounds interesting. Especially since Warmages have anyway a very limited set of spells. But would it would not work with Metamagics or?
Posted by Kunikos at 2007-11-0809:23:07
Hey Draco, I posted a PrC idea that I created on your wiki's request forum. Check it out. ^_^
Posted by Kunikos at 2007-11-0809:21:24
You could do something "like" a Warmage in PrC form and give them specific spells as class abilities, I suppose. It's not really the same, but given NWN2's limitations...
Posted by Fuegan at 2007-11-0416:15:31
Just posted a reply in the other topic :). Anyway, Acolyte seems like a great class, so I might seriously look at implementing it in the future. Warmage is not possible I think, at least not if it's a spellcasting base class which, I think it was. Could be mistaken with another class though :)
Posted by Dragoon001 at on11/08/07
Are you Draco or Fuegan planning to include Warmage and/or Skin of the Acolyte?
Posted by Fuegan at 2007-10-3111:53:38
If it was just a matter of adding a few lines, it would have been done looooong ago. The MT class was probably 90% done by Obsidian, but since they couldn't get the dual spellcasting progression to work properly, they decided to cut the class. So maybe we'll see something like it in the future, but personally I doubt it. Though maybe, just maybe we'll see custom spellbooks supported in the future. Obsidian has mentioned that that's something they're interested in doing if they have enough time to do it. (since that's also one of those things which would take a tremendous amount of time recoding the engine).
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone