Improved Archer Kit
~~~~~~~~~~~~~~~~~~~

Version:    3.1
Author:     Argent77

Download:   https://github.com/Argent77/A7-ImprovedArcher/releases/latest
            http://www.shsforums.net/files/file/1116-improved-archer-kit/
Discussion: http://www.shsforums.net/topic/58012-improved-archer-kit/
            https://forums.beamdog.com/discussion/34696/mod-improved-archer-kit-for-bgee-bg2ee-iwd-ee-and-original-bg2-bgt


Overview
~~~~~~~~

The original Archer kit does not scale very well with progressing levels. While the kit is very strong in the earlier
parts of the game, it becomes less useful compared to other ranger kits later on.

This mod attempts to rebalance the kit, so that low level archers don't outshine other classes, while high-level
archers may still keep up with other ranger kits. The mod adjusts overall power of the Archer and adds a couple of
useful skills and abilities to the kit.

Additional components provide you with Archer-like kits for figher, paladin and thief classes, or install a set of
powerful bows and ammunition to the game.


Installation
~~~~~~~~~~~~

This is a WeiDU mod, that means it is very easy to install. Simply unpack the zip archive into your game directory and
run either "setup-A7#ImprovedArcher.exe" (on Windows) or "setup-A7#ImprovedArcher" (on Mac OS X).
Follow the instructions and you are ready to start. It is strongly recommended to start a new game to enjoy all the
benefits of the improved Archer kit.


Components
~~~~~~~~~~

1. Improved Archer Kit (requires BG2:ToB, BGT, BG:EE, BG:SoD, BG2:EE, EET or IWD:EE)
Improves the Archer kit by balancing stat progression and adding a couple of unique skills and abilities. This is the
main component of the mod.

2. Add fighter kit: Marksman (requires main component "Improved Archer Kit")
Installs the fighter kit "Marksman" to the game.

3. Add paladin kit: Bow Knight (requires main component "Improved Archer Kit")
Installs the paladin kit "Bow Knight" to the game.

4. Add thief kit: Sharpshooter (requires main component "Improved Archer Kit")
Installs the thief kit "Sharpshooter" to the game.

5. Add +4 arrows, bolts and two powerful bows to the game (requires BG2:ToB, BGT, BG2:EE or IWD:EE)
Adds +4 arrows and bolts to a number of stores and creatures in the ToB part of the game as well as to Watcher's Keep.
BG2, BGT, BG2:EE and EET:
  - Adds a powerful longbow somewhere to the third level of Watcher's Keep
  - Adds an even more powerful composite longbow to the outdoor area of Sendai's Enclave
IWD:EE:
  - Adds two powerful bows and a few +4 arrows and bolts to Conlan's shop in Kuldahar after reaching Chapter 4

This component can be installed independently from the main component.


Kit Descriptions
~~~~~~~~~~~~~~~~

ARCHER: The Archer is the epitome of skill with the bow-the ultimate marksman, able to make almost any shot, no matter
how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of his proficiency with melee
weapons and armor.

Advantages:
- +1 bonus to hit and damage rolls with any missile weapon as well as to AC vs. missile weapons every 6 levels.
- +5% chance to score a critical hit at level 9, 13 and 18.
- May achieve Grandmastery (5 slots) in longbows, shortbows, and crossbows.
- May use Rooting Shot ability once per day every 4 levels. Can not be used together with other shot abilities.
- May use Power Shot ability once per day every 4 levels, starting at level 8. Can not be used together with other
  shot abilities.
- May use Explosive Shot ability once per day every 4 levels, starting at level 8. Can not be used together with other
  shot abilities.
- May use Create Blessed Ammunition ability once per day every 8 levels, starting at level 4.

ROOTING SHOT: All successful ranged attacks within the next 12 seconds will entangle the target, according to the
              level of the Archer:
 4th level: Target is entangled for three rounds if failed save vs. Spell.
 8th level: Target is entangled for three rounds if failed save vs. Spell at -1 penalty.
 12th level: Target is entangled for four rounds if failed save vs. Spell at -1 penalty.
 16th level: Target is entangled for four rounds if failed save vs. Spell at -2 penalty.
 20th level: Target is entangled for five rounds if failed save vs. Spell at -2 penalty.

POWER SHOT: All successful ranged attacks within the next 12 seconds have a chance to knock back the target, according
            to the level of the Archer:
 8th level: Knock back target if failed save vs. Breath.
 12th level: Knock back target if failed save vs. Breath at -1 penalty.
 16th level: Knock back target if failed save vs. Breath at -2 penalty.
 20th level: Knock back target if failed save vs. Breath at -3 penalty.

EXPLOSIVE SHOT: All successful ranged attacks within the next 12 seconds will explode on impact and cause physical
                damage to nearby targets in 15' range, according to the level of the Archer:
 8th level: 1d4 damage to nearby targets
 12th level: 1d4+2 damage to nearby targets
 16th level: 1d4+4 damage to nearby targets
 20th level: 1d4+6 damage to nearby targets
Caution: Damages enemies, allies and innocent bystanders alike.

CREATE BLESSED AMMUNITION: Create a spiritual arrow or bolt blessed by the Archer's worshipped god or goddess for
                           8 hours containing one score of charges. Number of charges doubles at levels 8 and 16
                           respectively.
 4th level: +1 enchantment, +1 to hit and damage rolls, additional 1d6 damage and slow for two rounds to undead if
            failed save vs. Death.
 8th level: +1 enchantment, +2 to hit and damage rolls, additional 1d6+2 damage and hold for two rounds to undead if
            failed save vs. Death.
 12th level: +2 enchantment, +2 to hit and damage rolls, additional 1d6+4 damage and instant death to undead if
             failed save vs. Death.
 16th level: +3 enchantment, +3 to hit and damage rolls, additional 1d6+6 damage and instant death to undead if
             failed save vs. Death at -2 penalty.
 20th level: +4 enchantment, +4 to hit and damage rolls, additional 1d6+8 damage and instant death to undead if
             failed save vs. Death at -4 penalty.

SURE SHOT (HLA): High-level Archers have gained perfect control over their ranged weapon of choice which allows them
                 to point out and target vital areas of the opponent with frightening precision and speed. By enabling
                 this ability, the Archer takes up his stance and shoots missiles in rapid succession.
                 For the next 12 seconds this ability sets one's number of attacks per round to 10 and every shot is
                 considered a critical hit. Since this technique requires utmost skill and concentration, the Archer
                 is rooted to the spot for the next two rounds. It can not be used together with other shot abilities.

SET MISSILE TRAP (HLA): This ability allows the Archer to set a single powerful spring-loaded missile trap in the
                        chosen location when no hostile creatures are in sight. It does 3d10 missile damage and
                        each 1d10 damage of various elemental types to the unsuspecting creature that sets it off.

Disadvantages:
- -1 CON penalty.
- May not wear any metal armor.
- May only become Proficient (one slot) with melee weapons.


Fighter kit: Marksman
This kit provides the same characteristics as the Archer kit with the following restrictions:
- Create Blessed Ammunition ability not available.
- Set Missile Trap HLA not available.
- May become Specialized (two slots) with melee weapons.
- May only allocate one slot in any fighting style.

Paladin kit: Bow Knight
This kit provides the same characteristics as the Archer kit with the following restrictions:
- Explosive Shot ability not available.
- Set Missile Trap HLA not available.
- No bonus proficiencies for Darts.
- May only become Proficient (one slot) with melee weapons.
- May only allocate one slot in any fighting style.

Thief kit: Sharpshooter
This kit provides the same characteristics as the Archer kit with the following restrictions:
- +1 bonus to hit and damage with missile weapons as well as AC vs. missile weapons only every 8 levels.
- Create Blessed Ammunition ability not available.
- Sure Shot HLA not available.
- May only distribute 15 skill points per level among thieving skills.
- May not use Backstab ability.


Longbow Descriptions
~~~~~~~~~~~~~~~~~~~~

Great Sun-Reacher +3:
The elves of Evereska are known for their isolationism as much as their skill and bravery in battle.  One of their most
well known warriors in human lands was the incredibly accurate archer Bariah Goldendown.  Though the elves will neither
confirm nor deny the legend, some human tales state that keen-eyed Bariah never missed a target in battle.  His bow,
crafted by his mother, was never given a name that was known outside of the family.  The humans that suffered under its
power called it "Great Sun-Reacher," believing that Bariah's arrows could reach into the heavens themselves.  In a
battle that many Evereskans are bitter about to this day, Bariah's griffon mount was killed in the sky by the spells
of invisible wizards that ambushed an elven patrol.  Though only one mage escaped with his life, he did manage to take
Great Sun-Reacher with him.

STATISTICS:

Charge abilities:
- Protection From Normal Missiles twice per day

Combat abilities:
- When no arrows are equipped, the bow fires +3 arrows that receive +4 to hit and deal 1d6 missile damage

THAC0: +4
Weight: 3
Speed Factor: 2
Proficiency Type: Long Bow
Type:  2-handed
Requires: 6 Strength
Not Usable By:
 Druid
 Cleric
 Mage
 Thief
 Monk


The Defender +5:
Composite longbows are bows whose staves are made from more than one type of material. This gives greater flexibility
and makes arrows fired from this bow deliver more damage.
In addition to powerful enchantments, the materials used for this particular bow are of especially exquisite quality.
The bow's exceptionally durable frame can be used to deflect even the strongest blows and the ergonomic design allows
the user to shoot missiles in rapid succession.

STATISTICS:

Equipped abilities:
- +4 AC bonus against melee weapons
- 3 shots per round

THAC0: +6
Damage: +2 (missile)
Weight: 5
Speed Factor: 2
Proficiency Type: Long Bow
Type: 2-handed
Requires: 18 Strength
Not Usable By:
 Druid
 Cleric
 Mage
 Thief
 Monk
 Bard


Credits
~~~~~~~

Writing, coding and testing: Argent77

Incorporated ideas from "Universal Archer Kit" by semiticgod

French translation: Gwendolyne
Italian translation: Aedan
Polish translation: Cahir
Russian translation: Saigon1983, JamesMaxwell


Copyright Notice
~~~~~~~~~~~~~~~~

"Improved Archer Kit" is licensed under the "Creative Commons Attribution-ShareAlike 4.0 International License"
(http://creativecommons.org/licenses/by-sa/4.0/).


History
~~~~~~~

3.1 (2020-01-19)
  - Updated Russian translation (thanks JamesMaxwell)
  - Fixed typos in ability descriptions

3.0 (2019-09-04)
  - Rebalanced combat bonuses of the Archer kit
  - Rebalanced "Create Blessed Ammo" ability
  - Added Archer-like kits for fighters, paladins and thieves
  - Added bullets to "Create Blessed Ammo" ability for paladin kit
  - Fixed incorrect blessed ammo projectile for classic BG2/BGT
  - Added German readme

2.4 (2017-10-25)
  - Fixed a bug that may cause installation error in BG2:EE

2.3 (2017-08-25)
  - Added French translation (Thanks Gwendolyne)
  - Fixed THAC0 bonus of bow 'The Defender +5'
  - Excluded shamans from unusability list of arrows
  - Added 'Monk' to unusability list of bows
  - Fixed incorrect record screen class description in EET

2.2 (2016-08-30)
  - Added Siege of Dragonspear support
  - Improved compatibility with Enhanced Edition patches v2.x
  - Added custom portrait icons for shot abilities in Enhanced Edition patches v2.x
  - Added Italian translation (Thanks Aedan)
  - Added Polish translation (Thanks Cahir)

2.1 (2015-03-29)
  - Changed location of a longbow from 1st level to 3rd level of Watcher's Keep
  - Added german and russian translations
  - Added more information to the readme

2.0 (2014-11-06)
  - Added IWD:EE support
  - Merged components
  - Removed spell casting restrictions because of technical reasons

1.0 (2014-09-12)
  - Initial release
