Change Log

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557 (1/12/2024)

* Refactored the class token script for the Alternate Advancement\Class menu to run a lot faster.

556 (1/10/2024)

* Augments and Armor Upgrades and Weapon Upgrades now prepend the applied upgrades to the upgraded items' description. Once the first upgrade of any type is applied to an item, the top of the item's description will say, "Applied Upgrades:" and the next line will begin a list of all augments/upgrades applied to that weapon. Then a blank line, then the normal description that was there before. Resetting an item with your Player's Handbook resets the description, as well (and returns all augments/upgrades to you).
* Killing Spree will now spawn floating text over your character (and in the combat log) when it procs, letting you know that A) It proc'd and B) how much +damage it added.

555 (1/9/2024)

* Fix for enemy AI occasionally stalling as a result of changes from 544.

554 (1/9/2024)

* Fixed a typo in the Sarum Banker's conversation.
* Reduced cost of Detect Gold AA to 2 per rank (from 3 per rank).
* Reduced cost of Treasure Hunter AA to 2 per rank (from 3 per rank).
* Killing Spree has been changed to 10 damage per AA rank (max 4 ranks still).
	+ This was stacking with itself, which I did not expect. I could have stopped it from doing that and left the damage the same, but I rather like the fast-kill-streak-equals-crazy-damage, it just needed to be toned down.

553 (1/8/2024)

* Added new Archetype AA under Feat Modifiers: Killing Spree. If you get the killing blow on a creature worth 750xp or more, you gain a damage bonus equal to your Base Attack Bonus \* the level of your Killing Spree AA (4 max levels) for 30 seconds. Only works if you get the killing blow, not a group member/summon/cohort/etc.
	+ This is very powerful. I'll keep an eye on it to see if I need to nerf it or make it harder to qualify for.

552 (1/8/2024)

* Moved the former Treasure Hunter AA from Rogue to Detect Magic under General AA's for any class.
	+ I did this because increased loot drop rate is very useful, and made me feel compelled to play my rogue(s) just for that, even when i wanted to play other characters. While the bonus felt very fitting to rogue, i didn't want to end up in a scenario where players felt like playing other characters was a "waste of time".
* Added Detect Gold AA under General AA's. An additional 40% gold for kills at max AA rank.
* Added a new version of Treasure Hunter for Rogue. Instead of increased loot drops, this acts as a class-specific extension of Detect Gold, giving an additional 20% gold at max AA rank.
	+ Still a well-fitting bonus for Rogue, I think, without it being SO good as to make playing non-rogues feel like a waste of time. 70% gold from XP vs. 50% for non-rogues (or 80% vs. 60% if you count the Scavenger perk).
* Fixed bug which would cause animal companions to drop items that were given to them via script if they were killed.

551 (1/7/2024)

* Added 5/10/15 physical resist augments for blunt, pierce, and slash.
* Added the above to the T1/T2/T3 world drop tables.
* Updated augment crafting script to account for new augs.
* Updated random augment crafting to account for new augs from this and previous update.

550 (1/6/2024)

* Added a bunch of new augments to more fully round out the world drops.
	+ Added +3 save augs (T3)
	+ Added +3 regen augs (T3)
	+ Added 15/- damage resistance augs (T3)
	+ Added 1(2) damage augs (T1)
* Adjusted the drop range so that Tier 2 augs start dropping from CR 20+ mobs (formerly CR 25+). Tier 3 still starts dropping from CR >40 mobs.
* Adjusted the existing augment upgrade recipe that uses Type A powders to only upgrade from 3x T2 augs to a T3 aug of the same type.
* Added a new recipe using Type B powders to upgrade 3x T1 augs to a T2 aug of the same type (a much cheaper upgrade for lower tier augs: 1,000g vs. 10,000g).

549 (1/2/2024)

* Added new crafting station in the Sarum City OHS Tower: Augment Crafting. You can examine the station in-game for directions on how to use it.
	+ At this station you can do two things:
		- Craft a random augment by inputting 3 identical augments and a Magic Powder Grade C "Common". This is useful if you've hoarded many augments and don't need, say, 30 Use Magic Device +2 augments. You can gamble them away for potentially more useful augments.
		- Upgrade to a higher tier augment by inputting 3 identical augments and a Magic Powder Grade A "Powerful". This is useful to get the higher end more powerful augments if you have too many of the lower level versions. Not all augments can be upgraded, and in those cases all ingredients will be returned (you lose nothing).

* Renamed "The Gem Store" in the NasGarth City Bazaar to "Manus' Precious Metals, Rare Gems, and Magical Curios".
* Manus will now buy at 50% item value instead of 5% like he used to, and like almost all other merchants do.
* Manus now buys T1-T10 crafting metals and Augment runes in addition to gems (note that these are the ONLY item types he'll buy).
	+ The above two points combined make Manus THE best place to sell excess crafting metals, gems, and augments (if you don't want to faff with the augment conversions above).
* Adjusted the price of a lot of higher-tier augment stones so that they sell for more than their lower-tier counterparts.

548 (12/31/2023)

* You now gain 10% of the XP from killing a mob as gold by default (requires you to get at least 10xp to get any gold).
* The Scavenger perk now adds an additional 10% of the XP to the gold you get (20% total).

547 (12/30/2023)

* Fixed bug where the horse dismount scripts were removing your master AA buff if you had any levels of Innate Run Speed.
* Dwarf gains Skill Focus: Craft Armor, Skill Focus: Craft Weapon, Skill Focus: Discipline as racial feats.
* Elf gains Skill Focus: Animal Empathy, Skill Focus: Concentration as racial feats.
* Gnome gains Skill Focus: Alchemy, Skill Focus: Craft Trap, Skill Focus: Disable Trap, Skill Focus: Set Trap as racial feats.
* Half Elf gains Skill Focus: Animal Empathy, Skill Focus: Concentration, Skill Focus: Discipline, Skill Focus: Heal as racial feats.
* Half Orc gains Skill Focus: Intimidate, Skill Focus: Taunt as racial feats.
* Halfling gains Skill Focus: Hide, Skill Focus: Move Silently, Skill Focus: Pick Pocket as racial feats.
* Human gains Skill Focus: Discipline, Skill Focus: Heal as racial feats.
* Brownie gains Skill Focus: Parry as a racial feat.

546 (12/29/2023)

* Fixed a bug that, under certain circumstances, could cause the effect from the Ambush Predator AA to not wear off like it was supposed to, causing it to be permanent.
* Fixed bug with the purchase menu for the Ki Riposte AA used the wrong tokens for current level/max level.

545 (12/27/2023)

* Fixed bug where Blackguard's Bond of the Abyss and Bond of the Grave AA effects would wear off the player and the respective pets when you rest. The effects should persist through rest, now.
* Added Improved Disc: Defensive AA for Fighter. Your Defensive Discipline ability now makes you immune to Critical Hits and Sneak Attacks for the duration.
* Added Improved Disc: Evasive AA for Fighter. You gain +5 Dodge AC while Discipline: Evasive is active.
* Added Improved Disc: Flurry AA for Fighter. You gain +5 Attack Bonus while Discipline: Flurry is active.
* Added Improved Disc: Resistance AA for Fighter. You gain 55 Spell Resistance while Discipline: Resistance is active.
* Added Improved Disc: Second Wind AA for Fighter. Reduces the regeneration interval of Discipline: Second Wind from 6 seconds to 3 seconds. The duration is unchanged. This doubles the healing received.

544 (12/24/2023)

* Balance pass on Tier 3 regular mobs. They should all be a good bit more challenging. Part of this comes from class/feat changes and part of this comes from effects triggered when they perceive an enemy (you). So you can, to a limited degree, counteract some of this difficulty by catching them by surprise. If you attack from stealth, for example, they won't activate those abilities right away, or at all.

543 (12/24/2023)

* Added Riposte Multiplier AA to Weapon Master. Requires 40 base ranks in Parry. Increase passive riposte crit multiplier from x2 to x3.
* Added Ki Riposte AA to Weapon Master. Requires 40 base ranks in Parry. Increase passive riposte crit chance by +5% per rank.
* Removed the Kama exception for the specialization amulet Talisman of the Tempest. It now works the same for Kamas as any other pair of weapons.
* Added Special Attack Multiplier AA for Weapon Master. Requires Feat: Any Special Attack. Increases crit multiplier by +1. x2 becomes x3, x3 becomes x4, etc.
	+ This affects Special Attacks: Heavy Attack, Flurry Strike, Shield Slam, Snipe.
* Renamed Enhanced Special Attacks AA for Weapon Master to Ki Special Attacks for consistency's sake.
* Double weapons (twin sword, dire mace, double axe) now count for scripted dual-wield effects like Two-Weapon Defense AA and the specialization amulet Talisman of the Tempest, etc.
* After ignoring the issue for literal *years*, I've finally gotten around to fixing the player-created town portals having broken names! They now are properly called <Character Name>'s Exit Portal or Entrance Portal. Woo! :P

542 (12/24/2023)

* Added Flurry Chain AA for Dervish. Grants an additional hit from Flurry Strike per rank.
* Added Flurry Critical AA for Dervish. Grats +5% crit chance for Flurry Strike per rank.
* Added Stunning Burst AA for Dervish. Doubles Dervish class level for calculating Stunning Fist damage bonus.
* Added Zen Strike AA for Dervish. While Martial Flurry is active, you deal +10 sonic damage. Stacks with similar bonuses from other sources.

541 (12/24/2023)

* Parry Skill - Passive ripostes now have a base 5% crit chance to do double damage.
* Fixed a bug where Zen Riposte wasn't doubling passive riposte crit chance. :P
* Dervish Combat Style now adds 10\*(Dervish Class Level) damage to Stunning Fist strikes, based on your alignment (Good = Positive, Neutral = Magic, Evil = Negative). This stacks with similar bonuses from other sources.
* Fixed a bug where Flurry Strike didn't work for unarmed attacks.

540 (12/23/2023)

* Kamas have been changed from 1d4 /20x2 to 1d6/19-20x2 to be in line with other weapons in the same size category.
* All small and tiny weapons have been added to the monk weapon list.
* Added new prestige class: Dervish. This takes the Shou Disciple slot that Beastlord used to occupy. This class is primarily for dex based dual-wield or unarmed builds (yes! A real PRC for unarmed monks!). A lot of bonuses to Flurry Strike and Parry, as well as allowing monk attack schedule for quarterstaffs and all small/tiny weapons. Some fun interactions with Flurry Strike and passive ripostes recharging Stunning Fist charges for unarmed builds.
* Removed Feral Agility AA from Beastlord.
* Added Agility of Kara-Tur AA for Dervish, formerly Feral Agility from Beastlord :P
* Reduced cost of Agility of Kara-Tur from 6 AA per rank to 4 AA per rank.

539 (12/22/2023)

* Change to the base Animal Companion feat: Your main hand Enhancement Bonus (or Attack Bonus) will be copied to your Animal Companion(s) weapon when you summon them. If you have Companion's Multiattack, it will be copied to their offhand weapon as well.
* The Beastlord PRC has been revamped, and moved to a different position in classes.2da. I was not happy with the "feel" of the class before, and it was very overpowered. Mechanically, I also didn't like how you lost your normal animal companion slot and all 4 pets used up henchmen slots. The new version "only" summons 2 pets max, and still uses the normal animal companion as one of them so it only uses a single henchman slot. Additionally, thanks to functions added in some of the latest NWN patches, I was able to make the extra animal companion dynamically copy your base animal companions appearance/soundset/portrait, which I was unable to do in the first iteration of this class.
	+ HD reduced from d10 to d6.
	+ BAB reduced from Full (+4/4) to Medium (+3/4).
	+ Removed proficiency feats.
	+ Removed all melee related feats, the class is now exclusively based on gaining an extra animal companion and enhancing both of them.
	+ Gains Extra Companion and Mass Mend Companion on class level 1 now instead of 3.
	+ Max additional animal companions reduced from 3 to 1 (max 2 pets now from 4, before).
	+ Gains the Enhanced Companion Spells feat at class level 3 which improves the Magic Fang, Greater Magic Fang, and Awaken spells.
	+ Gains the Imbue Companions feat at level 5 which makes so all weapon properties are copied to both of your animal companion's weapons when they are summoned. Copies to offhand weapons as well if you have the Companion's Multiattack feat.
		- Even on-hit cast unique power abilities from your weapon will work for the animal companion's attacks.

538 (12/22/2023)

* Added new epic feat: Companion's Multiattack. Requires Animal Companion and 25 ranks of Animal Empathy. Your animal companion(s) gain an offhand weapon and the benefits of Ambidexterity and Improved Two-Weapon Fighting. This gives them +2 attacks per round at the cost of -2 attack bonus to all attacks.
	+ Can be taken as a general epic feat for any class if your character meets the requirements. Added as an epic bonus feat for Druid, Ranger, and Beastlord.

536 (12/19/2023)

* Rebalanced the CR's of the mobs in Krezzax's dungeon to be more appropriate for the difficulty/area.
* Krezzax himself has been redesigned and should be a much more challenging fight for mid-20's to low-30's players. He looks the same but has very different abilities, now. Be wary of engaging him in melee! His loot reward (which requires level 25+) is unchanged, but now you're EARNING it. :D

535 (12/13/2023)

* Added item: Belt of Force. Useable by Wiz, Sorc, Cleric, Bard, Arcane Archer. Has decent stats and adds 1d4+total Spellcraft skill sonic damage bonus to missile type spells. Ureric Ghosts have a rare chance to drop these belts (they also wear them, so beware!). Effects the following spells:
	+ Magic Missile
	+ Isaac's Lesser Missile Storm
	+ Isaac's Greater Missile Storm
	+ Ball Lightning
	+ Firebrand
	+ Hail of Arrows

534 (12/11/2023)

* Big update for Craft Weapon. Added craftable weapon upgrades that will increase the damage die of existing damage types on a weapon. +1 upgrades add one damage die (1d6 becomes 2d6, etc) and +2 upgrades add two damage die (1d6 becomes 3d6, etc). These upgrades do not add new damage types to a weapon like augments do, they only upgrade the existing damage on a weapon, which augments DON'T do. You could add a damage type to a weapon using an augment, and then upgrade that damage with a weapon upgrade, though.
	+ Damage Die upgrades can only be applied once per damage type per item. As with all upgrades/augments, you can use the Player Handbook's unique power to reclaim them from an item.
		- The following craftable upgrades have been added:
		- T2:
			* Weapon Upgrade: Damage Die: Acid +1
			* Weapon Upgrade: Damage Die: Cold +1
			* Weapon Upgrade: Damage Die: Electric +1
			* Weapon Upgrade: Damage Die: Fire +1
		- T3:
			* Weapon Upgrade: Damage Die: Blunt +1
			* Weapon Upgrade: Damage Die: Piercing +1
			* Weapon Upgrade: Damage Die: Slashing +1
		- T4:
			* Weapon Upgrade: Damage Die: Negative +1
			* Weapon Upgrade: Damage Die: Poison +1
			* Weapon Upgrade: Damage Die: Positive +1
			* Weapon Upgrade: Damage Die: Sonic +1
		- T5:
			* Weapon Upgrade: Damage Die: Divine +1
			* Weapon Upgrade: Damage Die: Gelid +1
			* Weapon Upgrade: Damage Die: Hellfire +1
			* Weapon Upgrade: Damage Die: Magic +1
		- T7:
			* Weapon Upgrade: Damage Die: Acid +2
			* Weapon Upgrade: Damage Die: Cold +2
			* Weapon Upgrade: Damage Die: Electric +2
			* Weapon Upgrade: Damage Die: Fire +2
		- T8:
			* Weapon Upgrade: Damage Die: Blunt +2
			* Weapon Upgrade: Damage Die: Piercing +2
			* Weapon Upgrade: Damage Die: Slashing +2
		- T9:
			* Weapon Upgrade: Damage Die: Negative +2
			* Weapon Upgrade: Damage Die: Poison +2
			* Weapon Upgrade: Damage Die: Positive +2
			* Weapon Upgrade: Damage Die: Sonic +2
		- T10:
			* Weapon Upgrade: Damage Die: Divine +2
			* Weapon Upgrade: Damage Die: Gelid +2
			* Weapon Upgrade: Damage Die: Hellfire +2
			* Weapon Upgrade: Damage Die: Magic +2

533 (12/10/2023)

* In the NasGarth Bazaar, fixed a bug where two merchants opened the NasGarth weapons shop. Now one of them opens the NasGarth armor shop.
* The Guardian specialization amulet has been changed from adding 2x/3x/4x your Cha mod to adding 2x/3x/4x your total Discipline skill to Symbol and Purifying Flames damage, and the same mod to your Heal skill for Symbol healing. This should make the amulet a lot stronger and more attractive to use, and help Guardian abilities scale better in endgame areas where mobs have way more HP. Especially in combination with the new AA added below.
* Added the Seal of Purity AA for Guardian, which gives the bonus 2x/3x/4x your Cha mod bonus that the amulet used to give. This way even Guardians who don't choose to use the Guardian spec amulet can gain some scaling for endgame.
* Expanded the Tier 1 (elemental) item list - finally! Added all weapons across the four elements - and improved their damage bonuses - in the following manner:
	+ Air - piercing weapons (electric & sonic)
	+ Earth - blunt weapons (acid & poison)
	+ Fire - slashing weapons (fire & hellfire)
	+ Water - ranged weapons (cold & gelid)

532 (12/6/2023)

* Added higher tier damage augments: 1d8(1d10). These have been added to the world drop table for cr40+ mobs instead of the old 1d4(1d6) augs (which still drop from cr39 and lower mobs). They come in all standard damage flavors that the old damage augs come in (slash/pierce/blunt/acid/cold/electric/fire/magic/negative/positive/sonic).

531 (11/29/2023)

* Added damage augments for Positive and Negative damage types. 1d4(1d6) one-handed(two-handed) like all of the other current damage augments. They've been added to the global drop tables.
* Changed the Fortification AA from +1% for 5 levels to +5% for 2 levels.
* Added Swiftness AA. Improves cohort movement speed by +10% per level for 3 levels.

530 (11/28/2023)

* Fixed an issue with weapon upgrades that added on-hit properties being able to be applied to ranged weapon launchers (where they wouldn't work) but not ammo. Now they won't apply to range weapon launchers but WILL apply to ammo.
* Added having the Hemomancer's Blood Control feat as a qualifier for buying the Will to Power AA. You either need to have one of the classes listed OR have this feat.
* Updated Will to Power description to show that it works on Blood Control and Dirge of Domination as well as the previously listed spells.
* Refactored Blood Control to calculate as an invocation if you have warlock levels, and calculate as a transmutation spell if you do not. Previously it always calculated as a spell, making it significantly weaker for warlock hemomancers.

529 (11/27/2023)

* Removed Ring of Power from NasGarth City Wizard Tower merchant, replaced with Lesser Ring of Power.
* Made all of the items on the NasGarth City Wizard Tower merchant infinite.
* Added Ring of Power as a random loot drop to Gargan, the boss Black Dragon in the Dragon Pit at the Svirfneblin Village, NE of Sarum.

528 (11/27/2023)

* Modified cohort scripts so that they benefit from scripted feat/item effects like players do (like Berserker Combat Style feat or Talisman of the Tempest item, for examples).
* Added Berserk Combat Style to the cohort Tharnok the Barbarian.
* Made sub-Tier 10 crafting materials (gems/metals) approximately 5x more likely to drop as random world drops.

527 (11/25/2023)

* Added the ability to redo your AA points to the guide in the starting zone. Unlike the relevel option, this ONLY resets your AA points, allowing you to re-allocate them without having to also relevel your character.

526 (11/23-24/2023)

* Adding more types of armor at all levels of the game, and populating merchants/boss "merchants" as well.
* (Hopefully) Fixed a bug with the Duergar City random spawns all being the same mob.
* Fixed a bug where named/boss enemies in the highest tier areas only had a 1% chance to drop special crafting materials.
* In addition to the above fix, named (non-boss) should now have a 10% chance to drop either a Blue Diamond or Meteroric Steel, and the final boss has a 15%, 20%, and 25% chance per phase of the fight. These chances are doubled for rogues with the Treasure Hunter AA, if they get the kill shot.
* After playtesting with Berserker Combat Style some, I've tuned the healing down, as follows:
	+ Armor Weight: Damage Bonus, Heal %
	+ 50: 0, 0 (this feat does nothing when wearing the heaviest armors)
	+ 45: 1, 0.5%
	+ 40: 2, 1%
	+ 30: 4, 1.5%
	+ 15: 6, 2%
	+ 10: 8, 2.5%
	+ 5: 10, 3%
	+ 1: 0, 0 (this feat does nothing when wearing cloth armor)
	+ 0: 0, 0 (this feat does nothing when wearing no armor)
		- Further adjustments may be necessary, we'll see.

524 (11/21/2023)

* Added Berserker Combat Style feat. Requires Barbarian and 19+ Con. The idea behind this feat is to make the "lightly armored berserker" class fantasy a valid gameplay option (since normally having low AC is a death sentence).
	+ Specifics: You embrace a combat style that favors using lighter armors to allow you to both take and deal more damage. You gain a flat damage bonus and heal a percentage of health when you are damaged (from any source)  based on the weight of your armor.
		- Armor Weight: Damage Bonus, Heal %
		- 50: 0, 0 (this feat does nothing when wearing the heaviest armors)
		- 45: 1, 0.5%
		- 40: 2, 1%
		- 30: 4, 2%
		- 15: 6, 3%
		- 10: 8, 4%
		- 5: 10, 5%
		- 1: 0, 0 (this feat does nothing when wearing cloth armor)
		- 0: 0, 0 (this feat does nothing when wearing no armor)
			* If healing takes place, the minimum healed is 1, the maximum healed is either the percentage of your health as listed or the amount of damage that triggered the heal, whichever is lower.

521 (7/18/2023)

* Added Contingency: Heal AA for Favored Soul.
* Added Wing-Assisted Run Speed AA to Favored Soul. Same as RDD version, they do not stack.

520 (7/13/2023)

* Favored Soul now uses the same class skills as Paladin.
* Initial gear pass to add Favored Soul and FS spell slots where appropriate to items throughout the module.
* Added Favored Soul Spell Level 1 through 9 spell slot weapon upgrades to the Craft Weapon Upgrades system.
* Added the 23rd Specialization Amulet type, this one for Favored Soul, called Sigil of the Sword Saint.
	+ This powerful amulet type acts as a spellcasting focus like other caster class amulets, adds 40/80/120 hp per tier, and has 20/40/60 damage resistance to magical, negative, poison and positive damage types to round out the Favored Soul's innate energy resistances. Additionally these amulets add Weapon of Choice feats for all of the melee weapons covered by Weapon Proficiency (Favored Soul) to allow Weapon Master feats, if you take that class, to apply to all of you class melee weapons, continuing the class theme of receiving weapon feats for all weapons it's proficient in.
* Following the same logic as above, I've added 10/20/30 damage resistance to magical, negative, poison and positive damage types to each tier of the Stonewall Sigil specialization amulet for the Stalwart Defender class. Less energy resistance than the Favored Soul amulet as that class has a higher focus on energy resistance with a little physical resistance and Stalwart Defender has a focus on physical resistance with some energy resistance.

519 (7/12/2023)

* Added new base class: Favored Soul. I've always liked the flavor of this class, but it's always seemed strictly inferior to cleric, to me. I realize all classes can't be perfectly balanced in a system this complex - and to be honest, cleric is a particularly high bar - but I've taken some steps to try and make Favored Soul more worthwhile. What I'm saying is, don't expect strict PnP adherence. Though that's hardly news at this point. :D PnP is a starting point, not an end point, amirite?!
	+ I expect I'll tweak the class soon.
	+ Favored Soul AAs coming soon(tm).
	+ Still need to do a gear pass to add Favored Soul to various items and FS spell slots etc.

518 (7/12/2023)

* Added Innate Run Speed general AA. Increases movement speed by 10% per AA level.
* Added Wing-Assisted Run Speed AA for Red Dragon Disciple. Increases run speed by +10%.
* Added Infinite Magic archetype AA under Spell Modifiers. Increases the spell level that you can infinitely cast by 1. By itself, this would allow you to cast infinite level 1 spells. This bonus stacks with similar bonuses.
* T1+ magic staves now allow infinite casting of spell level equal to and below their tier.
	+ T1 (Elemental) allows infinite Level 1 spells.
	+ T2 (Cabal) allows infinite Level 1 & 2 spells.
	+ T3 (Chaos) allows infinite Level 1-3 spells.
		- These bonuses stack with the Infinite Magic AA, so a caster with a T3 staff and Infinite Magic would be able to cast up to Level 4 spells infinitely.
		- Does NOT work for spells metamagic'd above the level you can infinitely cast. If you have a T3 staff, you can cast unlimited non-metamagic fireballs, but any metamagic would increase the effective spell level and they could no longer be infinitely cast.

517 (7/11/2023)

* Big update for Fighters! Added 7 new Discipline feats in an attempt to help give the class some identity and more use beyond a splash class (in addition to the riposte related feats Fighter has already received). Fighters gain these disciplines at every even level from 8 to 20. Disciplines have a base cooldown of 10 minutes and only one can be active at a time. Yes, the EQ influence is heavy, here. :P
	+ Level 8: Discipline: Resistant - Gain 8 save vs. all + 1 per 10 total Discipline ranks (max 20) for 3 minutes.
	+ Level 10: Discipline: Second Wind - Gain regeneration equal to 2+(1 per 5 character levels) + 1 per 4 total Discipline ranks for 2 minutes.
	+ Level 12: Discipline: Evasive - Gain 30% concealment + 1% per 3 total Discipline ranks for 2 minutes.
	+ Level 14: Discipline: Flurry - Gain +1 Attack Per Round and an additional APR per 50 total Discipline ranks (max +3) for 2 minutes. These additional attacks are subject to the +5 scripted APR hard cap.
	+ Level 16: Discipline: Defensive - Gain 20% damage invulnerability + 1% per 4 total Discipline ranks against physical, acid, cold, fire, electric, magical, negative, poison, positive and sonic damage types for 2 minutes.
	+ Level 18: Discipline: Rampage - Requires a melee weapon to use. While active, gain +5 Attack Bonus and every melee attack you make does Untyped damage equal to 1 per character level + 1 per total Discipline ranks to all enemies in a large radius around you for 30 seconds. +50% damage bonus if offhand is empty.
	+ Level 20: Discipline: Weaponshield - Requires a melee weapon to use. While active, gain 100% concealment vs. melee attacks and a bonus to passive riposte chance equal to 1% per 2 total Discipline ranks for 30 seconds.
* Added Extended Disciplines AA for Fighter.
* Added Hastened Disciplines AA for Fighter.
* Man-At-Arms' Medallion specialization amulet has had Self-Concealment removed from all tiers.
* Man-At-Arms' Medallion specialization amulet has had the HP it grants increased by 20/40/60 for T1/T2/T3.
* Man-At-Arms' Medallion specialization amulet now reduces Discipline cooldown by 1/2/3 minutes for T1/T2/T3.

516 (7/8/2023)

* Fixed bug where Guiding Bolt wasn't factoring in magic staff bonuses.
* Fixed bug where other cantrips weren't factoring in magic staff bonuses on a critical ranged touch attack.

515 (7/5/2023)

* Removed Pyroclasm II from level 4 Pyromancer.
* Pyroclasm increased from 15% to 30%.
* Invigorating Flame added for level 4 Pyromancer. Fire damage over time effects have a 10% chance to heal you for 50% of the damage dealt.
* Added Extended Ignition AA for Pyromancer.
* Added Improved Invigorating Flame AA for Pyromancer.

514 (7/3/2023)

* Added Heighten Fire Magic AA for Pyromancer.

513 (7/2/2023)

* Disintegrate damage changed from Magical to Untyped.
* Drown damage type changed from Blunt to Untyped.

512 (7/1/2023)

* Fixed a bug that would cause Heighten Ice Magic AA to not apply once your cold damage was changed to gelid damage for all forms of Eldritch Blast.
* Fixed a bug where the Heighten Ice Magic AA was not increasing the spell level for damage calculation purposes.
* Expansive Magic AA nerfed to 15% for 2 levels @ 6AA per level (from 25% for 4 level @4AA per level).
* Added Fire Dart cantrip to Druid.
* Added new PRC: Pyromancer. 5-level PRC for casters to specialize in fire magic.

511 (7/1/2023)

* Hemomancer abilities now cause Untyped damage to the caster rather than Divine damage.
* Hemomancer's Blood Sacrifice now does Untyped damage to the target rather than Divine damage.
* Hemomancer's Blood Control now uses Spell Focus: Transmutation feats instead of Spell Focus: Enchantment feats.
* Increased Battlemage's hit die from d6 to d8.

510 (6/26/2023)

* Removed Soothing Song AA for Bards (Melody of Mending replaces this functionality).
* Fixed exploit that allowed players to remove the plot flag from items.
* Fixed bug where domain spells were returning a null for spell level. They will now use the innate level of the spell (as specified in spells.2da).
* The following cleric domains have been changed:
	+ Air Domain now grants the Electric Jolt cantrip feat at level 1, and the following spells: Gedlee's Electric Loop (2), Call Lightning (3), Ball Lightning (5), Chain Lightning (6).
	+ Earth Domain now grants the Acid Splash cantrip feat at level 1, and the following spells: Melf's Acid Arrow (2), Mestil's Acid Breath (3), Stoneskin (4), Mestil's Acid Sheath (5).
	+ Fire Domain now grants the Fire Dart cantrip feat at level 1, and the following spells: Burning Hands (1), Flame Arrow (3), Elemental Shield (4), Fire Storm (7).
	+ Strength Domain now grants the following spells: Divine Power (3), Greater Bull's Strength (6).
	+ Travel Domain now grants the following spells: Expeditious Retreat (1), Web (2), Freedom of Movement (3), Slow (4), Haste (5).
	+ Water Domain now grants the Ray of Frost cantrip feat at level 1, and the following spells: Ray of Frost (Cantrip Feat), Ice Dagger(1), Ice Storm (4), Cone of Cold (5), Drown (6).
		- This allows clerics with Water Domain to qualify for Cryomancer (if they meet the other requirements as well).

509 (6/24/2023)

* Big update for bards! Added 11 new bard song feats. Each uses a charge of the base Bard Song ability. Unless they otherwise specify, they have the same area effect and duration of Bard Song/Curse Song. Each feat can be taken on any class level as long as you have at least 1 Bard level and meet the Perform requirements. They are all on the Bard bonus feat list.
	+ Aria of Acceleration - Expend a use of Bard Song to grant you and nearby allies +1% movement speed per 2 total Perform ranks.
	+ Ballad of Bolstering - Expend a use of Bard Song to sing a bolstering song that improves you and allies' Strength, Dexterity, and Constitution by 2 + 1 per 30 total Perform ranks (max +6).
	+ Chant of Charging - Expend a use of Bard Song to grant you and nearby allies 5% + 1% per 10 total Perform ranks invulnerability to electric damage and an electric damage shield equal to total Perform ranks.
	+ Debilitating Ditty - Expend a use of Bard Song to sing a song that debuffs enemies' Strength, Dexterity, and Constitution by 2 + 1 per 10 total Perform ranks. Enemies that make a save of 10 + 1/2 total Perform ranks are unaffected.
	+ Dirge of Domination - Expend a use of Bard Song to sing a song at a single enemy target that will dominate them, as per Dominate Monster, if they fail a save of 10 + 1/2 total Perform ranks.
	+ Haunting Hymn - Expend a use of Bard Song to sing a song that stuns enemies for 1 round, and if they fail a save of 10 + 1/2 total Perform ranks they will be terrified for the duration of the song. Taking any damage will remove the terror effect.
	+ Lethargic Lullaby - Expend a use of Bard Song to sing a song that slows enemy movement speed by 1% per 2 Perform ranks and reduces their attacks per round by 1. Enemies who make a save of 10 + 1/2 total Perform ranks are unaffected.
	+ Melody of Mending - Expend a use of Bard Song to grant you and nearby allies regeneration equal to 1 per 5 total Perform ranks.
	+ Psalm of Sundering - Expend a use of Bard Song to sing a song that inflicts vulnerability to physical, acid, cold, electric, fire, magical, negative, positive, poison and sonic damage equal to 1% per 3 total Perform ranks to enemies that fail a save of 10 + 1/2 total Perform ranks.
	+ Serenade of Stormcalling - Expend a use of Bard Song to sing a song that strikes enemies with lightning every round for the duration of the song. Each strike does damage equal to twice your total Perform ranks. Enemies can make a reflex save each strike to take half damage with a DC of 10 + 1/2 total Perform ranks.
	+ Verses of Victory - Expend a use of Bard Song to grant you and nearby allies +1 attack per round.
* The Locket of the Lyricist specialization amulet has had two effects added to it:
	+ +10/15/20 round duration to all songs per tier (added AFTER other modifiers).
	+ +2/4/6 to the DC of offensive songs per tier (other than Curse Song which has no save).

508 (6/22/2023)

* Added new general AA: Combat Agility. +5% concealment, stacks with most sources of concealment.
* Added new general AA: Elemental Resistance. +5% stacking immunity to Acid, Cold, Electric, Fire, and Poison.
* Added new general AA: Para-Elemental Resistance: +5% stacking immunity to Magical, Positive, Negative, and Sonic.
* Reworked Combat Stability from 1% per level for 5 levels @ 3 AA per level to 5% for one level @ 12 AAs (reduction in cost of 3 points for the same benefit).

507 (6/20/2023)

* Blackguard added to the specialization amulet Amulet of Wrath. The amulet will restore 1/2/3 Smite Good charges in addition to Smite Evil charges when using a Special Attack or Lay Hands. It also has a 33%/66%/100% chance to restore a Smite Good charge when casting an Inflict X Wounds spell.

505 (6/16/2023)

* Added new feat: Spell-Like Ability: Inflict Critical Wounds. Cast the spell at will. Requires Blackguard level 5.
* Revamp for Blackguard. Only five class levels now. Their spell like abilities are now at-will as opposed to 1/day (the summons still have a cooldown). New level progression:
	+ 1: Use Poison, Sneak Attack 1d6, Inflict Light Wounds
	+ 2: Smite Good, Dark Blessing
	+ 3: Turn Undead, Create Undead, Sneak Attack 2d6, Inflict Moderate Wounds
	+ 4: Bull's Strength
	+ 5: Summon Fiend, Sneak Attack 3d6, Inflict Serious Wounds, Toggle Unholy Steed.
		- After Blackguard 5 you can still take the Epic Fiendish Servant feat (now a general feat) to improve the fiend summon, as well as take a new general feat to upgrade Inflict Serious Wounds to Inflict Critical Wounds.
* Added Customization submenu to the Crafting Skills menu.
	+ Moved existing customization options to this menu (toggle armor (Warforged only), toggle cloak, toggle helmet).
	+ Added new Customization option: Toggle auto attack after casting melee touch attack spell.
	+ Added new Customization option: Toggle voice line when using Area Taunt.
	+ Added new Customization option: Toggle voice line when using Demoralize Opponents.
* Fixed issue with Battlemage Combat Magic spells not calculating DC properly.
* Partially fixed issue with Battlemage Combat Magic spells not calculating caster level properly. Will need to look into this more, but it's better than it was.

504 (6/15/2023)

* Added new feat: Combat Magic: Magic Missile to Battlemage level 10. Automatically cast Magic Missile while attacking every 3 rounds.
* Added new feat: Combat Magic: Fireball. General feat that can be taken once you have at least 10 Battlemage levels.
* Added new feat: Combat Magic: Scintillating Sphere. General feat that can be taken once you have at least 10 Battlemage levels.
* Added new feat: Combat Magic: Negative Energy Burst. General feat that can be taken once you have at least 10 Battlemage levels.
* Added Hastened Combat Magic AA for Battlemage.

502 (6/14/2023)

* Added new feat: Spellbade. Normally, spellcasters can only use magic staves as a focus and invokers can only use warlock scepters. With this feat, any weapon you use in your main hand will count as a focus (meaning the Enhancement Bonus on the weapon will be added to your spell/invocation DC and damage dice).
	+ Applying an Enhancement Bonus Weapon Upgrade or Augment to a ranged weapon will change their Attack Bonus to an Enhancement Bonus allowing them to be used as a focus with this feat, as well.
* Added the Spellblade feat to the prerequisites of Battlemage.

501 (6/13/2023)

* Finished updating spells for all classes.

500 (6/13/2023)

* Shadowdancer summon shadow can benefit from Invocation Focus feats in lieu of SF:Illusion feats. The benefits do not stack, it will use one or the other to the same effect.
* Blackguard summon undead and summon fiend can benefit from Invocation Focus feats in lieu of SF:Conjuration feats. The benefits do not stack, it will use one or the other to the same effect.
* Updating how spells calculate bonuses from magic staffs, as I did previously for invocations and warlock scepters. This will allow NPCs to benefit from staffs, among other things.
	+ Sorc/Wiz list done so far, continue after sleep :)

499 (6/12/2023)

* Wemics cannot use mounts. For reasons that should be obvious. :)
* Wemics gain an innate stacking +50% movement speed.
* Added a custom response for all stable masters to a wemic trying to talk to them, as there is for warforged already.
* Updated stablemaster ooc text describing the mechanics of mounts to players in-game.
* Fixed a big with Cavalier's Mounted Offense damage bonus not being calculated correctly (yes, I forgot IPGetDamageBonusConstantFromNumber(). If I had a nickel for every time... ).
* Updated Pale Master abilities to be calculated as invocations instead of spells if you have warlock levels (since you can qualify for PM as a warlock). They will use Invocation Focus feats in lieu of SF:Necromancy feats. The benefits do not stack, they will use one or the other to the same effect. This includes DC and damage calculations for the following:
	+ Undead Graft (dc)
	+ Deathless Mastery Touch (dc and damage)
	+ Animate Dead (summon's stats and explosion dc/damage)
	+ Summon Undead (summon's stats and explosion dc/damage)
	+ Summon Greater Undead (summon's stats)

498 (6/10/2023)

* All forms of Barbarian Rage have had their damage bonus changed from slashing to "Rage" damage, a unique damage type. This damage is displayed as part of the base Physical damage in the combat log.
* All forms of Frenzied Berserker Supreme Power Attack have had their damage bonus changed from blunt to "Supreme Power Attack" damage, a unique damage type. This damage is displayed as part of the base Physical damage in the combat log.
* The Hammer Blows AA now grants increased "Supreme Power Attack" damage to Supreme Power Attack, rather than blunt damage.
* Inspire Frenzy has been changed from buffing all allies in range to buffing only allies that regard you as master (Animal Companion, all Henchmen/Cohorts (except caster cohorts), any Dominated mob, Familiar, and Summon.
	+ This means it will not buff other players or other players' henchmen, etc.

496 (6/7/2023)

* Added new general epic feat: Breath of the Elder Dragon
* Added new general epic feat: Breath of the Ancient Dragon
* Added Hellfire Breath AA for Red Dragon Disciple
* Added Hastened Charge AA for Cavalier.
* Added Improved Mounted Defense AA for Cavalier.

495 (6/6/2023)

* By default, mounts now grant +3 enhancement bonus to Strength as well as +50% movement speed. They no longer grant AB or AC by default.
* Mounted Combat feat prereq changed from 15 Strength to 4 discipline. Now grants +2 AB and +2 (non-stacking) Shield Enhancement AC.
* Added new prestige class: Cavalier. PRC for melee builds to gain offensive and defensive bonuses while mounted, and eventually allow you to use mounts indoors as well.
* Added Advanced Mounted Combat AA for Cavalier.
* Added Devastating Impact AA for Cavalier.
* Added Improved Mounted Offense AA for Cavalier.
* Added Mighty Charge AA for Cavalier.

494 (6/4/2023)

* Enhanced Ability X AAs have had their cap reduced from 10 (max +20) to 2 (max +4).
* Enhanced Body cohort AA cap reduced from 10 (max +20) to 2 (max +4).
* Enhanced Mind cohort AA cap reduced from 10 (max +20) to 2 (max +4).
* Added 6 new Tier 10 Alchemy potions: Elixir of Alchemical X where "X" is an ability score. Consuming an elixir grants a perk that gives a permanent enhancement bonus to the ability score of +4. Can only consume one elixir of each ability score per character.
* Fixed bug with Dragon Pit anti-magic field stripping the AA buff.
* More gear balance, this time focusing mostly on select pieces of T1 gear.
* Changed the Animal Companion damage bonus from the Symbol of the Stalker and Totem of Nature specialization amulets to Poison from Acid.
* Added poison % immunity to the damage percentage immunity buff all summons/henchmen/companions enjoy.
* Added poison % immunity to the Fortification cohort AA.
* Added requirement of 4 base ranks of Spellcraft skill to learn the Boon of the Channeler perk.

493 (6/3/2023)

* Red Dragon Disciple is now limited to 10 levels.
	+ Breath of the Young Dragon (tier 2 breath) is now gained at level 6.
	+ Breath of the Dragon (tier 3 breath) is now gained at level 9.
* Frenzied Berserker's level 4 stat increase changed from +2 Strength to +2 Constitution.
* ruleset.2da - Multiclass limit reduced to 4 (down from 5, previously, but up from the default of 3).
* Major gear balance pass:
	+ Overall reduction in ability scores on gear, and more standardized slots. Especially for T2 and up.
	+ Improved consistency of stats per slot/item type to make upgrades between tiers smoother. T3 and T4 were already pretty consistent, but T2 needed a lot of attention.
	+ More elemental immunity % of most types available across more T2+ gear, to help against casters and dragons etc (they are extremely nasty in this module :D).
		- Elemental gear (T2) gets 10% per "armor" slot (helm/chest/cloak/boots/gloves/shield) which adds up to considerable reduction vs. that element for each of the four elemental sets (acid/cold/elec/fire).
		- Cabal gear (T3) and it's equivalents get 20% to acid/cold/elec/fire/sonic/negative/positive/poison across a full set (helm/chest/cloak/boots/gloves).
		- Chaos gear (T4) gets 30% to acid/cold/elec/fire/sonic/negative/positive/poison across a full set (helm/chest/cloak/boots/gloves).
		- The Ring of the Elements has had its invulnerability %'s reduced from 50% to 20%, but with the ring and full T4 you'll be back up to 50% (to acid/cold/elec/fire/sonic/poison).
			* I've been wanting to do an upgrade quest for the ring to add more elements to it among other things. Nothing concrete yet, though.
* Ability score enhancement cap reduced from +60 to +50.
* +4 ability score augments removed. You can still get +2 ability score augments.

492 (6/2/2023)

* ruleset.2da - Increased non-monk player movement speed cap to 250% (monk remains 300%).
* You will now be told the +movement speed bonus you're getting when you use a mount.
* Added new Perk: Swift Mount. Any mount you use gains +10% movement speed (stacks with mount's base +50%).

491 (6/2/2023)

* Added new Perk: Blessing of the Living Waters. You are treated as having +5 base Heal skill when casting Cure X Wounds spells or using potions of the same, as well as when using healing abilities such as Lay Hands or Wholeness of Body that benefit from the Heal skill.
* Added new Perk: Boon of the Channeler. You are treated as having +5 base Spellcraft skill for the purposes of calculating damage done by spells and invocations.
* Added new Perk: Duelist. You are treated as having +5 base Parry skill for the purposes of calculating passive riposte damage and hit chance.
* Added new Perk: Fast Learner. You gain +10% XP from kills.

490 (6/2/2023)

* Added new Perk: Persistent Alchemy. Most buff potions will last for 24 hours.

489 (6/1/2023)

* Added new Perk system. These are like feats or AAs that you gain by finding them throughout the world. They can be gained from NPC trainers, hidden altars, lost dusty tomes, whatever. Some you'll just need to find to learn them, some you might need to pay an NPC to teach them to you. Perks can be gained at any level (though some might have specific requirements to learn), and will persist through releveling your character. Perks cannot be stored or transferred, if you bank your XP/AAs your perks will remain. Perks are character specific and must be individually acquired per character. You can view any perks you've acquired (and read a description of exactly what they do) in the Perks submenu in the Crafting Skills menu.
* Added new Perk: Scavenger. Gain 10% of the XP from killing mobs as Gold.
	+ Only one perk at this time, but with the groundwork laid expect to see many more in the future. :)

487 (5/30/2023)

* Green dragons' gas breath now does poison damage (formerly acid damage).
* Green dragons and dragonmen are no longer immune to acid, but rather poison damage.
* Some items/mobs have had poison damage or poison resistance/invulnerability added to them. Much more will need to be done.
* Refactored mount scripts to make updating/maintaining them easier, going forward.
* Added abbreviated names for all custom classes to classes.2da.

486 (5/28/2023)

Big update to start taking advantage of the awesome new features introduced in the 8193.35-40 patch(es)! Huge thanks to all NWN community members who made that incredible update to NWN:EE possible!

* Multiclass limit raised to 5 (from the default 3).
	+ I need to add abbreviated versions of all the custom classes in the module to prevent possible issues with text spilling out on the character screen.
* Non-monk player characters can now have their movement speed buffed to a total of 200% (from the old max of 150%, which haste capped you at). This means mounts now increase movement speed from 150% to 200%. Yay!
* Assimar and Tiefling are now subject to Favored Enemy: Outsider
* Drider is subject to Favored Enemy: Aberration
* Wemic is subject to Favored Enemy: Magical Beast
* Plant is subject to Favored Enemy: Vermin
* Brownie is subject to Favored Enemy: Fey
* Warforged are subject to Favored Enemy: Construct
* Dragonborn are subject to Favored Enemy: Dragon
* spells.2da: First pass at adding the AOE visuals to custom content. Note that anything that modifies AOE size (such as the Expansive Magic AA) will NOT modify the pre-cast AOE overlays, as they are read from the 2DA before the script runs (and modifiers to AOE size are handled in-script).
* Hellfire Blast now does Hellfire damage (used to be Fire) which is unresistable.
* Hellfire Blast no longer changes damage type to Cold for Cryomancers.
* Hellfire Shield now does Hellfire damage (used to be Fire) which is unresistable.
* Hellfire Shield no longer changes damage type to Cold for Cryomancers.
* Hellfire Weapon AA now does Hellfire damage (used to be Fire) which is unresistable.
* The Piercing Cold feat for Cryomancer now changes the damage type for cold spells to gelid, which is an unresistable form of cold damage. This effects the following spells/invocations:
	+ Ray of Frost
	+ Ice Dagger
	+ Fireball/Ice Comet
	+ Cone of Cold
	+ Ice Storm
	+ Elemental Shield
	+ Hellrime Blast (all shapes)
	+ Chilling Tentacles
	+ Armor of Agathys
* Piercing Cold itself has been changed to 10% vulnerability stacks for cold and gelid damage that last 30 seconds each (from 30% for 9 seconds).
* The Apply Poison ability for Blackguard/Assassin now does poison damage (used to be acid).

485 (5/5/2023)

* Added +1/+2/+3 Enhancement Bonus augments to the random world drop table. +1 drops from CR <25 mobs, +2 drops from CR 25-40, and +3 drops from CR >40.
	+ Updated the Augments page, it was pretty out of date.
* Increased droprates on T1 through T9 gem and metal crafting materials.
* Removed bonus drop chance for T8 and T9 crafting gems from top tier trash mobs (less necessary with the above change).
* Reduced the cost of Enhanced Abilities AAs from 5 per level to 4 per level.
* Fixed a bug with the Ki-Charged Fists AA having incorrect requirements.
* Fixed a bug with Technique of the Master AA having incorrect requirements.
* The four Chaos Isle named who drop the Chaos Ward quadrants have had their chance at rare loot drop increased from 3% to 4%. Now the loot drop has a 50% chance of being a Blue Diamond or a Star Metal (previously was only Blue Diamonds). If either item drops, there will be a visual indicator.
* The three YinYang boss fights have had their rare loot drop chance increased from 1%, 2%, and 3% to 4%, 5%, and 6%, respectively. Now the loot drop has a 50% chance of being a Blue Diamond or a Star Metal (previously was only Blue Diamonds). If either item drops, there will be a visual indicator. The main boss loot from the final phase is still 100% drop, that is unaffected by this change.
	+ These changes hopefully make it *slightly* less onerous to acquire these rare top-tier crafting components. They still drop, very rarely, as world loot drops from level >40 mobs. No change there.

484 (5/4/2023)

* Refactored how Warlock Scepter bonus was applied to invocation DC and damage. This fixes a bug that existed with the old implementation, and allows NPC warlocks to have their scepter bonus (if applicable) apply. Otherwise works the same as before.
	+ At some point I need to refactor the Magic Staff bonuses to normal spells in a similar way. The current implementation doesn't suffer from the bug that affected the Warlock Scepter bonus, but if refactored NPCs would gain the bonuses for their staves. So i'll do that... at some point.

483 (4/29/2023)

* Added Mounted Combat as a general feat. It can also be taken as a bonus feat for Fighter, Divine Champion, Paladin and Blackguard.

482 (4/21/2023)

* Fixed bug with the three stages of the YinYang boss fight having a rare chance to drop the wrong item. Now they have a rare chance (1%, 2%, 3% for each stage of the fight) to drop the *correct* item.

481 (3/24/2023)

* The Tempest specialist amulet now gives +2/+4/+6 shield AC when dual wielding (up from +1/+2/+3).

480 (3/14/2023)

* Added Expansive Magic AA under Archetype\Spell Modifiers.

479 (3/7/2023)

* This has been LONG overdue, but I've FINALLY revamped NasGarth City. \*TWENTY-ONE\* useless/filler areas culled. The main city is now just six areas, with map revealed in every area automatically and area transitions/points of interest all properly map noted.
	+ The following areas were removed:
		- NasGarth-West Street
		- NasGarth-West Alley
		- NasGarth-University Alley
		- NasGarth-Union Street
		- NasGarth-Temple District
		- NasGarth-Slum Alley
		- NasGarth-North Street
		- NasGarth-North Alley
		- NasGarth-Main Street
		- NasGarth-Imperial University
		- NasGarth-Imperial Monastery
		- NasGarth-East Street
		- NasGarth-Cross Street
		- NasGarth-City Slums
		- NasGarth-Castle Street Crossroads
		- NasGarth-Castle Street
		- NasGarth-Arcane Street
		- NasGarth City Gardens
		- NasGarth City Cloister
		- NasGarth City Gatehouse
		- NasGarth City Bind Temple
	+ NasGarth University is now accessed in the Wizard's Tower district.
	+ The Gem House merchant shop is now accessed in the NasGarth City Bazaar.
	+ NasGarth City Temple is now located in the NasGarth City Docks (no longer a hostile zone).
	+ NasGarth City Monastery is now located in the NasGarth City Docks (no longer a hostile zone).
	+ NasGarth City is now a 3x2 set of areas, 3 northern areas and 3 southern areas:
		- North row (west to east): Docks, Imperial Palace, Military District
		- South row (west to east): Bazaar, City Center, Wizard's Tower.
			* You enter City Center directly from the Fields to the south, and go west to Bazaar, east to Wizard's Tower, or North to Imperial Palace and so on. Each area is connected to its neighbors.

477 (3/5/2023)

* Hellfire Invoker bonus damage is now 2d6 per Hellfire Invoker level, with a 50% bonus if you have Eldritch Master, plus one half your total Spellcraft skill.
* If you have at least one Cryomancer level, Hellfire Invoker bonus damage becomes cold (instead of fire) and Hellfire Shield does cold damage (instead of fire) as well as having the blue fire effect.
* Added Focused Hellfire AA for Hellfire Warlock.
* Added Improved Hellfire Blast AA for Hellfire Warlock.

476 (3/2/2023)

* Changed Monstrous Regeneration to Lesser Regeneration. Now an innate level 2 spell, available for the following classes: Cleric 3, Druid 2, Ranger 3. Duration is now 1 minute per 2 CL. Now buffs caster and all allies within 10 meters, no target selection required.
* Changed Regenerate to Greater Regeneration. Now an innate level 6 spell, available for the following classes: Cleric 7, Druid 6. Duration is now 1 minute per 2 CL. Now buffs caster and all allies within 10 meters, no target selection required.
* Protection From Spells no longer has a target limit. Now buffs caster and all allies within 10 meters, no target selection required.
* Undeath's Eternal Foe now buffs the caster and all allies within 10 meters, no target selection required.

475 (2/25/2023)

* Added Hastened Invocation Metamagic AA for Warlock.

474 (2/25/2023)

* Added warlock scepter functionality as a parallel to magic staves, but for warlocks. Warlock scepters are light maces, and will increase the DC and damage die of invocations (as magic staves do for traditional casters). The effects of using two scepters does not stack, only the most recently equipped will be used as a focus.
* Added a number of various warlock scepters throughout the module from low level to endgame.
* Added several new arcanist(wiz/sorc) and archon(clr/dru) magic staves to flesh out the itemization for those, as well, from low level to endgame.

473 (2/23/2023)

* The Shield spell now gives Shield AC instead of Deflection AC.
* Epic Mage Armor now gives +20 Armor AC.
* Added new archetype AA: Hastened Chain Grapple. Reduces cooldown on Chain Grapple by 1 round per AA level.
* Increased global loot chance from 1% to 5%. This is a chance at a global loot roll (which might still roll nothing). Treasure hunter AA doubles this to 10%.

472 (2/20/2023)

* Added Damage Shield Expertise AA for Battlemage.
* Added Extended Truestrike AA for Battlemage.
* Added Spellfire Riposte AA for Battlemage.
* Reduced Battlemage hit die to d6 from d8.

471 (2/20/2023)

* Removed ESF: Concentration and ESF: Parry from Battlemage.
* Added two new feats to Battlemage: Enhanced Martial Spells and Enhanced Damage Shields.
* Battlemage is now a full 30 level PRC (10 pre-epic 20 epic). Bonus feat at class level 13 and every 3 levels thereafter. Epic spells become available starting at class level 15, if you meet the skill requirements.
* Changed Deafening Clang from a flat 3 sonic damage to 1+(1/4 caster level) sonic damage.
* Changed Bard AA Discordant Weapon to upgrade Deafening Clang by +3 per level for two levels.

470 (2/19/2023)

* Added new feats: Practiced Spellcaster <class>. Class-specific version for wiz, sorc, bard, cleric, druid, ranger, paladin, warlock. If your caster level in the chosen class is lower than your total level, gain up to +4 caster levels (max of your total level).

469 (2/19/2023)

* Added new prestige class: Battlemage. PRC for wiz/sorc/bard to become melee/caster hybrids. Based on Eldritch Knight, but less bland and amped up for the ARPG environment of this module.

468 (2/17/2023)

* One half of Shadowdancer class level is added to your arcane caster level (+2 at level 5). Illusion spells gain full SD level.
* Shadowdancer does not learn new spells, but every other SD level you gain new spell slots as if you had leveled your highest arcane casting class (if any).
* One half of Red Dragon Disciple class level is added to your arcane caster level (and your invoker level, though that is not a new change).
* Red Dragon Disciple does not learn new spells, but every other RDD level you gain new spell slots as if you had leveled your highest arcane casting class (if any).
* One half of Guardian class level is added to your divine caster level (+2 at level 5).
* Guardian does not learn new spells, but every other Guardian level you gain new spell slots as if you had leveled your highest divine casting class.
* One half of Templar class level is added to your divine caster level (+2 at level 5).
* Templar does not learn new spells, but every other Templar level you gain new spell slots as if you had leveled your highest divine casting class (if any).
* Hemomancer class level is added to your arcane or divine caster level. Gain double Hemomancer level for transmutation spells. Hemomancer class level is added to your invoker level, as well.
* Hemomancer does not learn new spells, but every Hemomancer level you gain new spell slots as if you had leveled your highest arcane or divine casting class.
* Cryomancer level does not increase your arcane or divine caster level except for cold-based spells, which gain twice your Cryomancer level (technically same as before, just implemented differently).
* Cryomancer does not learn new spells, but every Cryomancer level you gain new spell slots as if you had leveled your highest arcane casting class.
* Force Mage level does not increase your arcane caster level except for magic missile type spells, which gain twice your Force Mage level (technically same as before, just implemented differently).
* Force Mage does not learn new spells, but every Force Mage level you gain new spell slots as if you had leveled your highest arcane casting class.
* Added Healing Mastery AA for Cleric.

467 (2/16/2023)

* Added ALM\_GetImpactSize() to modify area of effect size and impact VFX size (for spells like Fireball or Bless). Now it will be possible for AAs or whatever to globally modify AOE size and impact VFX size for beneficial and/or harmful spells.
* Added ALM\_GetSpellDuration() to modify the duration of spells. Now it will be possible for AAs or whatever to globally modify spell duration for beneficial and/or harmful spells.
* Added ALM\_GetCasterLevel() so scripts can be made to more accurately get the caster level, especially when factoring new classes/PRCs.
* Changes to ALMGetSpellSaveDC() to potentially modify DC based on save type or spell ID.
* Changes to ALMGetSpellDamage() to no longer use the vanilla GetCasterLevel() function but instead get nCasterLvl passed into it (from ALM\_GetCasterLevel(), ideally).
* Changes to ALMGetSpellDamage() to be able to modify damage calculation based on DAMAGE\_TYPE\_\* and spell ID.
* All existing spells/invocations/etc updated to use new/updated functions.
* Cantrip: Virtue now grants 2 temporary HP per caster level and lasts for 1 turn per caster level.

464 (2/11/2023)

* Force Mage's Force Missile Specialist feat now increases your spell crit chance by your Force Mage class level for magic missile type spells. This is in addition to the normal effect of adding 2\*Force Mage class level to CL for damage calculation for magic missile type spells.
* Added Force Critical AA for Force Mage.
* Added Forceful Impacts AA for Force Mage.
* Added Hardened Shield AA for Force Mage.
* Added Missile Barrage AA for Force Mage.

463 (2/10/2023)

* Added new prestige class: Force Mage. PRC for wiz/sorc to specialize in Magic Missile type spells (Magic Missile, Isaac's Lesser Missile Storm, Isaac's Greater Missile Storm).
* Added Heighten Force Magic AA for Force Mage.

462 (2/9/2023)

* The Fireball spell now becomes an ice spell when you have one or more Cryomancer levels, complete with blue projectile and explosion. It then behaves like any other ice spell and benefits from Cryomancer class features.
* Cryomancer's +2 Con on levels 2 and 4 have been replaced with +2 Natural AC on levels 2 and 4.
* Flare cantrip renamed to Fire Dart. New icon and description. It's functionality is unchanged (still a ranged touch attack fire damage cantrip).
* Removed Flare (now Fire Dart) as a cantrip for Bard.
* Added new cantrip: Vicious Mockery for Bard. Ranged Touch Attack, does sonic damage as a level 0 spell (see table on Spell Changes) on hit and reduces target's Attack by 2 for 12 seconds (2 rounds).
	+ Yes I know "Ranged touch attack" doesn't quite make sense for this, just roll with it. :P I like offensive cantrips being RTA's.
* Improved the scaling of Armor of Agathys. Was very strong at very low levels but almost useless at high levels. This should address that. It starts at 5+(1 per Invoker Level) tHP and damage shield as before, then scales at the following invoker levels:
	+ 10: 5+(2\*Invoker Level)
	+ 20: 5+(3\*Invoker Level)
	+ 30: 5+(4\*Invoker Level)
	+ 40+: 5+(5\*Invoker Level)

461 (2/8/2023)

* Reduced Invoker Level 40+ blast dice scaling from 1d20 per CL to 2d8 per CL.
* Added Heighten Ice Magic AA for Cryomancer.
* Added Penetrating Cold AA for Cryomancer.
* Ray of Frost no longer benefits from Extreme Cold and Piercing Cold, though Ice Savant still buffs its damage.
* Added special interactions for the following spells/invocations when you have one or more Cryomancer class levels. For details, see the bottom of the Cryomancer page.
	+ Stoneskin
	+ Greater Stoneskin
	+ Elemental Shield
	+ Armor of Agathys
	+ Hellfire Shield

460 (2/8/2023)

* Added new prestige class: Cryomancer. PRC for wiz, sorc, or warlock to specialize in ice damage spells/invocations.
* Changed Hellrime Blast's "freeze solid" effect to a stacking -2 debuff to Dex for 2 rounds. The "freeze solid" effect was too powerful to be the default effect, though you can get that effect back, and more besides, for Hellrime Blast (and all other Ice spells/invocations) via the Cryomancer class.
* Added Deep Freeze AA for Cryomancer.

459 (2/5/2023)

* Added new feat: Empower Invocation. 3 uses on 2 minutes cooldowns each. See Invocations and Eldritch Blast for which invocations can be Empowered.
* Added new feat: Maximize Invocation. 3 uses on 2 minutes cooldowns each. See Invocations and Eldritch Blast for which invocations can be Maximized.
	+ Side note: Blast shapes can be both maximized AND empowered at the same time! For those mobs you REALLY hate :)
* Leaps and Bounds now grants +4 Dex, +4 Tumble skill (reverted from +2 Dodge AC, +2 Reflex Save, and +4 Tumble Skill). Impact VFX changed as well.
* Added new cantrip: Guiding Bolt for Cleric. Ranged Touch Attack, does divine damage as a level 0 spell (see table on Spell Changes) on hit and reduces target's AC by 2 for 12 seconds (2 rounds).

458 (2/3/2023):

* I should have started doing this a long time ago, but better late than never. :D
* Stony Grasp duration changed from 1 round per Invoker level to:
	+ Up to 10 invoker levels: 1d10 rounds.
	+ Up to 20 invoker levels: 1d8+2 rounds.
	+ Up to 30 invoker levels: 1d6+4 rounds.
	+ Over 30 invoker levels: 1d4+6 rounds.
* Ranged offensive cantrips (Acid Splash, Electric Jolt, Flare, Ray of Frost) are now Ranged Touch Attacks. They will automatically crit on a 20. Non-crit hits will use your normal spell crit chance.
* Eldritch Blast, Eldritch Spear, and Eldritch Chain are now Ranged Touch Attacks. They will automatically crit on a 20. Non-crit hits will use your normal invocation crit chance.
* Blood Bolts is now a Ranged Touch Attack. It will automatically crit on a 20. Non-crit hits will use your normal crit chance.
* Added Craft Armor revamp.
* Added Craft Weapon revamp.