                    Ashes of Embers for Baldur's Gate 2
                                Version 27
                            A Pocket Plane Mod
                        http://www.pocketplane.net


CONTENTS
--------

I.     Summary of Features
II.    Installation
III.   Compatibility
IV.    Description of kits and spell restrictions
V.     New Item Locations
VI.    Version History
VII.   Credits
VIII.  Links
IX.    Copyright Notice


I. Summary of Features
----------------------

Ashes of Embers is a collection of features originally intended as
components of the Embers of Empires mod.  Due to time constraints EoE
has been put on hold, but the completed features have been released as
a stand-alone package for BGII.  It includes:

 - Sensible weapons for all classes
        It doesn't make much sense that a cleric can't use a sword in
        combat, and a mage with 17 strength couldn't wield a two-handed
	sword.  With this component installed, they can.
        Strength and Dexterity requirements have been modified for all
        weapons.
	Spears can now be thrown.
	All classes can get the appropriate weapon proficiencies for
	any weapons they can use.

 - Unique weapons
        Two added weapons; Katars and Bolas, using the dagger and sling
        proficiencies.  They can be found in Ribald's store (The
        Adventurer's Mart)
	See section 5 for more info on katars and bolas.

 - 7 added kits
        This includes six of the nine cleric kits for the deities of EoE,
        and a fighter kit called the Pit Fighter.
        NOTE: Armour restrictions for the clerics have not yet been
        implemented.  (It's doubtful that they ever will be)
	ADDITIONAL NOTE: Each kit is a separate component.

 - Added Armour
        Scale Mail, Banded Mail, and Field Plate have all been added.
	You will find a merchant who sells them in Waukeen's Promenade,
	near the Ore Merchant.
	Additional, more powerful varieties can be found throughout the
	game.
	See section 5 for more info on the new armour.

 - Two tweaked spells
        Ironskin and Stoneskin have been nerfed to have a duration of 4
	rounds.

 - Wizard Slayer enhancement
	Wizard Slayers will now have an 8% base MR, with a +4% Magic
	Resistance bonus per level.  A level 3 Wizard Slayer would have
	16% MR, for example.  This is capped at level 17, at 72%.

 - Anomen wielding swords and crossbows
	If you install the universal weapons components, you can also
	install this component which will give Anomen long sword,
	crossbow, and spear proficiencies, as well as appropriate
	items in his inventory.

 - Viconia wielding appropriate weapons
	As with the Anomen component, this will give Viconia different
	weapon proficiencies when she joins your party.
	They are: Crossbow, Flail, Single-weapon Style, Scimitar, and
	Short Sword.

 - Keldorn wielding appropriate weapons
	With this component installed, Keldorn will now have the spear
	weapon proficiency, instead of crossbows.  He will also come
	equipped with a suitable number of spears instead of the usual
	crossbow and bolts.

II. Installation
----------------

You should obtain and install the latest TOB patch from
www.interplay.com or www.bioware.com BEFORE installing Ashes of Embers,
unless you already have other mods in place.

1. Download the file AshesofEmbersv19.exe to your BG2 folder, and
double-click it.  If you downloaded it to another directory, go to step
2.  Otherwise, go to step 3.

2. The installer will ask you where you BG2 folder is.  Type it in.

3. Click install.

4. Now there should be a folder called Ashes of Embers in your BG2 folder,
and two files: Setup-AshesofEmbers.tp2, and Setup-AshesofEmbers.exe.
Double-click Setup-AshesofEmbers.exe.

5. For each component you wish to install, answer [Y]es.

6. Files will be copied and the game will generally be made ready for
AoE.  This process may take a minute or two on a slower system.

7. Enjoy!

If anything goes wrong with the process, or you later wish to uninstall
Ashes of Embers, run the Setup-AoE.exe program once more and select the
[U]ninstall option.


III. Compatibility
------------------

Ashes of Embers should be compatible with pretty much any mod under the
sun, with the exception of the kits.  If you have a mod installed in
which there are nine kits for any one class installed, you will be able
to ADD more, but you will be unable to SELECT them during character
creation.

TDD/CUSTOM KIT WARNING: Hard-coded limitations of the Infinity Engine
restrict the game to 9 kits per class. The Darkest Day fills ALL
available kit slots--do not add AoE's kits to a TDD game! If you have
added kits through other means, be sure you do not exceed the 9 kit per
class limit.


IV. Description of Kits
-----------------------

PRIEST OF ORON:
God of Justice, Law, and the Dead

The priests of Oron are the inquisitors of this world.  They seek out
those who oppose their laws, and destroy them.  This means those who
break the law, those who use it unjustly, and those who dabble with
undeath are at odds with them.  Their unwavering faith and iron will
when pursuing their goal has made them the most powerful church in the
world, with the others either cooperating as best they can, avoiding the
followers of Oron entirely, or opposing them in secret.

Oron also goes by the names; The Keeper, The Iron Judge, and sometimes
Voidbane.

Alignment:  Lawful

Spells:
-  Hold Undead (level 2)
-  Sunray (level 6)
-  Oron's Judgement (Flame Strike level 4)
-  Purge Undead

Spell: Purge Undead

By means of this spell a priest of Oron can send bolts of holy light at
any target, doing 1-3 damage per level of the priest.  This damage is
capped at 3d3, but at levels 5 and 8 the priest gets an extra bolt.

At level 12, only one bolt is launched, but it affects all undead within
it's area of effect.

Other Advantages:
-  +1 THAC0 every 5 levels
-  +1 HP per level

Weapons:
-  Hammer
-  Mace
-  Morning Star
-  Flail
-  Axe
-  Can become specialized in any of the available proficiencies (2 stars).

Armour:
-  All

Disadvantages:
-  No healing spells


PRIEST OF LAHAN-RIYASHAL:
Goddess of Harvest, Love, and Good Fortune

The followers of Lahan-Riyashal are very diverse and numerous.  This is
because of the various aspects their goddess reflects, whether it be
luck, love, beauty, nature, or any one of the myriad of possibilities.
The village priest who aids with the harvest, a travelling healer who
mends broken bones and cures the sick, or a druid who protects nature
are all priests of Riyashal.

They are known for being steadfast defenders of their beliefs and
values, and will defend these to the death if the need arises.  This
desire to protect often means they are less effective when attacking in
combat, but they are formidable opponents nonetheless.

Alignment:  Non-evil, not LN

Spells:
-  Dire Charm (level 3)
-  Luck (Innate: 1 per day/5 levels, starting at level 2)
-  Create Food and Water Enhanced (level 3)
-  Lahan's Blessing (Double Strength Luck: level 3 spell)

Advantages:
-  (+2) HP per level

Weapons:
-  Club
-  Mace
-  Hammer
-  Sling
-  Flail
-  Short Sword
-  Dagger
-  No special weapon techniques

Armour:
-  Non-metal armour (leather, studded, hide)

Disadvantages:
-  25% Slower THAC0 progression than normal clerics
-  (+1) initial AC Penalty


PRIEST OF THIERON:
God of Dreams, Travellers, and Art

The Priests of Thieron are not one of the most powerful churches in
Azmanorr, because they tend to be introspective and quiet, and rarely
stay in one place for long.  It is quite common for a priest to spend
weeks or even months on the road, either travelling to distant lands,
contemplating life, or just enjoying the countryside.  When the need is
great, they will not hesitate to defend their friends, to the point of
death, if need be.

Alignment:  Non-lawful

Spells:
-  Sleep (level 2)
-  Greater Sleep (level 5, similar to Emotion: Hopelessness)
-  Free Action once per day (innate)
-  Haste (level 5)
-  Focus (level 3: Reduces casting times of the target by -1 for 6 rounds
at level 5, -2 at level 9, and -3 at level 12)

Weapons:
-  Staff
-  Short Bow
-  Long Bow
-  Dagger
-  Long Sword
-  Single-weapon proficiency only

Armour:
-  Chain mail maximum

Disadvantages:
-  (-2) to Save vs. Petrification/Polymorph


PRIEST OF CATHOUN:
God of Trade, Peace, and Diplomacy

The Priests of Cathoun are well respected throughout the world for their
impartial, yet fair decisions.  When people have a disagreement to be
settled, they often go to a Cathounite to help them come to a decision,
because their rulings are known for being fair and just.

They promote trade by sending delegations to various nations and acting
as middle men for the negotiations.  Although rarely seen in combat,
their orders focus instead on healing and other such ways of aiding
others.

Of course, mortals are not as perfect as the gods and there are
occurences when a truly selfish person gains a position of power under
Cathoun.  They use and abuse the trust their position inspires for their
own selfish gains.  Wealth and comfort are usually what these types seek.

Alignments:  Non-chaotic

Spells:
-  Friends (level 1)
-  Charm Person (level 2)
-  Dire Charm (level 3)
-  Double Strength Bless (level 3)
-  Double Strength Chant (level 4)

Weapons:
-  Halberd
-  Staff
-  Spear
-  Mace
-  Club
-  Cross Bow
-  No Weapon Style

Armour:
-  All

Disadvantages:
-  (-1) HP per level
-  (+1) AC Penalty


PRIEST OF YATHAR:
God of Slaves, the Sea, and Rebellion

The priests of Yathar are rarely welcomed in any stable area, for they
bring with them the chaos and anarchy of Yathar.  Sailors are fearful of
him, and always offer a prayer to him before setting sail on any voyage.
This is possibly one of the largest churches to exist, but the most
splintered.  There are factions that emphasize rebellion against any and
all authority, those that are benevolent and try to overthrow ironfisted
and unjust rulers, while others inflitrate the slave trade to attempt to
bring it crashing down.  There are also those who focus their attention
on the sea, by either trying to invoke or dispel storms, bless sea voyages,
and other similar actions.

Yathar is also known for testing his followers during times of duress.
It is a Yatharite maxim not to take anyone for granted, nor to rely on
anything completely.  On occasion a spell cast by a priest of Yathar
will fail completely, which is Yathar's way of teaching his followers to
be adaptable, and to use their wits when their magic fails them.

Alignment:  Any Chaotic

Spells:
-  Chaos (level 5)
-  Confusion (level 4)
-  Purify Water
-  Dowsing
-  Free Action (level 3)
-  Hold Monster (level 5)
-  Chaotic Commands (Innate gained at level 

Other Advantages:
-  Gains +1% physical damage resistance per level.

Weapons:
-  Spear
-  Scimitar
-  Club
-  Dagger
-  Darts

Armour:
-  Chain Mail Maximum

Disadvantages:
-  No Summoning Spells
-  No Charm/Domination Spells
-  Suffers a +2% Miscast Magic for every 3 levels, to a max of 8% 


PRIEST OF UULIX:
God of Undeath, Nightmares, and The Void

The Master of Undeath and his followers are everything that the
followers of the Moon are, but with less subtlety, and more savagery.
Orgies of blood and death mark their path, human sacrifice and random
murder taint the lands they inhabit.

The followers of all other gods except possibly the Moon kill these foul
creatures--for they are not considered human--on sight, and when a cult
of Uulix is suspected to have entered an area the inhabitants generally
flee or band together to destroy them.  When they seek to hide, they
generally claim to be followers of any of the other gods.

Tales of vampirism among the members is a rumour many folk believe, and
the promise of eternal beauty and youth tempt many into joining the
dark religion.

Alignment: Any Evil

Spells:
-  Larloch's Minor Drain (level 2)
-  Vampiric Touch (level 4)
-  Plague of Uulix (Innate: 1 per day, +1 every 4 levels)

Spell: Plague of Uulix

The caster must move within touch range of any targetted humanoid for
this spell to work.  When it is cast, the target must make a save vs.
death with a -2 penalty or else the caster spends two rounds drinking
their blood, with both people are immobilised for this duration.

The results of the spell are dramatic.  The caster gains a cumulative
+1, +2, or +3 charisma bonus, for a duration of 24 hours minus one hour
per level of the caster (23 hours at level 1, 10 hours at level 14).
This spell also grants +1-4 HP to the caster for every level they have
attained, which lasts 2 turns.

It also does 1d8 damage per level of the caster to the target, with no
chance for magic resistance.

Weapons:
-  Flail
-  Dagger
-  Halberd
-  Crossbow
-  Dart

Armour:
-  All

Disadvantages:
-  (-1) Charisma per level to a minimum of 3 (see the spell Plague of
   Uulix for details)


PIT FIGHTER:  Whether by choice or by slavery, the Pit Fighter learned
the art of combat in the death pits of any large city in the world. The
Pit Fighter is a flashy combatant, not the least bit troubled to fight
fair, but suffers somewhat from being a show-off, not going for the kill
when the opportunity for humiliation is first available.

Weapon Proficiencies:
-  All melee weapons up to grand-mastery.
-  All weapon styles, up the max attainable.
-  The pit fighter may allocate points in the sling proficiency, but
can only use bolas.

Advantages:
-  Starts with one proficiency point in all melee weapons.
-  +1 to movement rate/5 levels.
-  May use a "Dirty Trick" 1/day/4 levels: Target opponent must make a
   save vs. Breath or suffer the effects of Blindness for 4 rounds.  Save
   vs. Breath has a penalty: -1 per 4 levels.
   Ex. an 8th level Pit Fighter would cause a total of -2 to the enemy's
   save.

Disadvantages:
-  Can not become become proficient with ranged weapons.
-  Can not use armor heavier than chainmail.
-  -2 Damage with every attack.


V. New Item Locations
---------------------

Ashes of Embers adds several new types of items to the game; katars
(punch daggers), bolas, scale mail, banded mail, and field plate armour.
All of these come on non-magical, +1, and +2 variants, and each has a
unique version that has specific and powerful magical enchantments.

***SPOILER WARNING***
If you don't want to hear any spoilers, skip to section 6 of the readme.

The low-level variants of the katars and bolas can be found in the
Adventurer's Mart store.  To purchase the new types of armour, visit
Fwippy the Dwarf in the south-west portion of Waukeen's promenade,
just past the Ore Merchant.  Finding the unique items will be a bit
trickier.

The GONDISH KATAR +4 is among Ribald's special stock, when the party
escapes from the Underdark and returns to Athkatla.

The SEA-ELVEN SCALE MAIL +2 is to be found in the Slaver Compound, worn
by one of the mages guarding it.

You can get the DWARVEN FIELD PLATE from the added merchant in Waukeen's
Promenade.

ETERNAL AGE, the magical banded armour +2, is found in the armour
merchant's stock in Imnesvale.

The BOLA OF WEB is in the possession of one of the guards of Faldorn's
abode, in the Druid Grove.


Here are their descriptions:

Eternal Age Banded Armour +2
At a casual glance, this armour seems only to have been made of a
strangely dull metal, but a second look reveals that it is in fact
crafted of stone itself.  It has leather straps and backing, which
appear well worn, but the bands across the chest and shoulders are in
fact made of what appears to be granite.

This bizarre construction comes with an equally strange tale of how it
was discovered.  It was found recently by a group of explorers searching
for lost treasures of the ancients when they stumbled upon this item
quite by accident.  It was not hidden in the depths of some dungeon or
found in the possession of a terrible beast, but buried in the mud of a
cave floor.  It was only unearthed when the group of explorers were
digging a pit for their camp fire.

They decided to continue digging and found numerous other curios,
including some oddly crafted bowls, spoons, crude furniture, and tools;
all of which were made of stone.  There are indications that they found
something else, too, but efforts to get the group to divulge what this
was proved to be quite fruitless as the treasure hunters refused to make
any mention of it, merely giving each other furtive glances.  Further
queries were halted when the group disappeared without a trace, their
only legacy the suit of armour you see before you.  The still unknown 
origins of the armour have confounded more than one scholar.


STATISTICS:

Armor Class: 2
Strength: Set to 19 when equipped
Special: Can cast a stoneskin-like ability once per day (gives two skins
for 300 seconds)
Weight: 10
Requires: 8 Strength
Not Usable By:
 Druid
 Mage
 Thief


Dwarven Field Plate
This finely crafted suit of armour was made by a dwarven hermit living in
the mountains north of Zhentil Keep.  Many scholars think it to be magical,
but others disagree, saying that its unique abilities stem entirely from
the material used--cold iron--and the dwarf's skill at the forge.  Attempts
at divining the difference with magic have been resisted, due to the
armour's latent resistance to arcane energy.

No matter which is true--and attempts at prying the secret from the dwarf
have proven futile, as he is both a loner and has never had an
apprentice--it is undeniable that this field plate is flawless.  In addition
to providing greater protection than a comparable suit of armour, it can
even shield the wearer from the negative effects of magic.


STATISTICS:

Magic Resistance: +25% when equipped
Armor Class: 1
Weight: 30
Requires: 13 Strength
Not Usable By:
 Bard
 Druid
 Mage
 Thief


Sea-elven Scale +2
This suit of scale mail has been crafted by sea-elves, and with the same
elven precision their land-dwelling cousins display, they have constructed
it of such fine materials that it will not impede a mage or rogue's unique
abilities.

It has an eelskin backing with scales of some unknown deep-sea creature sewn
on.  Whether through magic, or merely the materials it was made with, the
armour glistens even when dry, and its flamboyant colours have not been dulled
from its long stay above water.

STATISTICS:

Armor Class: 4
Weight: 8
Requires: 9 Strength
Not Usable By:
 Druid


Gondish Katar +4

Cleverly designed by the priests of Gond, God of Invention, this object folds
into several different shapes, to be used as a punch dagger, a lock pick, a
probe, and a number of other useful tools.  When properly used it is deadly in
combat. The easily accessible levers and gears shoot out and twist various
blades almost as if they were extensions of the hand.  Although excellent as a
combat weapon, those same mechanisms used to shred the flesh of an enemy can
also be used for the delicate procedures of opening locks and disarming traps.

The magical forces woven into this weapon also make it an extremely powerful
item even without taking into account its other benefits.

Only those with deft fingers and a fair amount of wit may use this weapon, as
it takes a keen mind and skilled hand to operate without injuring oneself.


STATISTICS:

Damage: 1d7+4
Enchanted: +4
THAC0: +4 Bonus
Special: 
 +2 to Armor Class
 +25% Open Locks
 +25% Set Traps
 +10% Detect Traps
 +10% Hide in Shadows/Move Silently
Damage Type: Piercing
Weight: 1
Speed Factor: 0
Proficiency Type: Dagger
Type: 1-handed
Requires:
 - 4 Strength
 - 14 Dexterity
 - 11 Intelligence
Unusable by:
 Beastmaster


Bola of Web

This bola has been crafted in strands from a phase spider's silk.  Powerful
magicks have combined so that not only will it fling clinging strands of web
over the target and all those nearby, but the innate teleportation abilities
of the Phase Spider will return the bola to the wielder's hand.  The magic
will work three times, and after this it will need to be left for several
hours to recharge.

STATISTICS:

Enchantment: +2
THAC0: +2 Bonus
Damage:  1D3 +2
Damage type:  blunt
Special:
 - Casts Web, centered on the target
Weight: 2
Speed Factor: 6
Proficiency Type: Sling
Type:  1-handed
Requires:
 - 12 Strength
 - 10 Dexterity
Range: 30
Unusable By:
  Beastmaster
  Cavalier
  Kensai




VI. Version History
-------------------

B1
 - Initial Beta Release

B2
 - Fixed Kit installation script
 - Added TRA reference for Pit Fighter ability "Dirty Trick"

B3
 - Adding all cleric spells via script was eliminated
 - Added spell restrictions to all cleric kits
 - Priests of Lathuz can now be any alignment (in the description and
   reality)
 - Clerics will now have their "Kit0X","LOCALS" variable set
 - Random strings in kit ability spells set to -1
 - Copying and WRITE_BYTEing Bolt.bam has been fixed
 - StrRefs for item/spell restrictions with clerics have been fixed/added

B4
 - Added Fwippy's store for the additional armour
 - Changed kit names to lower-case

B5
 - After a long... er, hiatus, I've returned to work on AoE
 - Added the cleric kit spell restriction list to their spellbooks.

B6
 - Spell restriction lists no longer crash the game when memorized
 - J#KitXX LOCALS are now set successfully (again!)
 - Released the Mod to the general public

B7
 - Carsomyr (of all things!) had weird usability flags
 - Changed light crossbows and short bows to have STR req of 9
 - Added kit descriptions to the readme (this file)
 - Added spell restrictions to the readme (this file)

B8
 - Typo fixed for two-handed sword/long bow usability
 - Cleric kits now get Cleric HLAs

B9
 - Fixed ALL the weapons in the .tp2 (little-endian and big-endian
   confuz0rz me)

V10
 - First version to be considered non-beta
 - French and Spanish translations added (thanks Thot and Clan DLAN)
 - Items restricted from monks only are now fixed
 - Graphical effects in J#Th05.spl now have no save as intended
 - All classes can get appropriate weapon proficiencies (wizards and
   crossbows, etc.)
 - Paladin weapons are fixed. Finally. I hope.
 - Monks weapons are fixed.

V11
 - .nsi bug corrected
 - All fixes from V10 should actually, y'know, work now =)

V12
 - Clerics have base-class item restrictions (thanks QA)
 - German translation added (thanks Beyshaliban)

V13
 - Separated the SoA and ToB items into separate components
 - Removed the multi-class kit components for the time being

V14
 - The french translation had an error (my fault) that caused
   it to be uninstallable.  This has been fixed.

V15
 - Added Katars and Bolas to the Adventurers Mart (japheth rocks)
 - Fixed Bolas and Katars, and tested them thoroughly
 - Katar animations were missing!  Stole some from PST
 - Made an entirely new system for restricting cleric spells
 - Added Anomen with Swords components for SoA and ToB
 - Added BG1Tutu universal weapons component
 - Swashbucklers can get 2 weapons proficiencies (thanks Grim)
 - Cleric kits have significantly fewer restricted spells
 - Fixed a bug where the SoA Universal Items component wouldn't install
   if you didn't have ToB

V16
 - Typo that would prevent the BG1Tutu universal items component from
   working has been fixed

V17
 - German translation should now work
 - Flail of Ages typo fixed
 - Added some "hidden" items to universal weapons component (Joluv and
   Deirdre's stores, as well as the Rod of Terror, and Blackrazor)
 - WeapProf.2da is handled better, so as to be compatible with
   aVENGER's rogue rebalancing mod.
 - Thieves can now use all two-handed weapons
 - Monk proficiencies have been sorted out
 - Quivers can now be held by all classes (ToB only)
 - Probably some other things I forgot

V18
 - Miscellaneous fixes

V19
 - Weapon proficiencies for fighter/clerics /druids has been fixed
 - Weapon proficiencies for the BG1Tutu universal weapons component fixed
 - Added some unique and actually useful items of the five new flavours
   introduced by AoE; Katars, Bolas, Banded/Scale/Field Plate armour
 - Added support for numerous weapons that were missed (enchanted weapon
   for instance)
 - Thanks to Nim and the bigg for their bug reports (as well as others
   I've probably missed.  My memory is terrible.)

V20
 - Priest of Oron now gets proper THAC0 progression and attack bonus
 - Everard's Morning Star +2 is copied properly
 - Cleric kits can dual-class
 - Non-magical armour no longer changes colour when re-equipped

V21
 - Keldorn's weapon proficiency components for SoA/ToB now completed
 - Katars and Bolas are actually separated from Sensible Weapons
 - New modder-friendly placeholder file is installed by Sensible
   Weapons for SoA: "J#SWSoA.txt"

V22
 - Documentation update
 - Placeholder file is now > 0 bytes
 - "Universal Weapons" component is now called "Sensible Weapons"
 - Sensible Weapons for Mods bow bug fixed (BioWare did it! I swear!)
 - Wizard Slayer is capped at 72% Magic Resistance (Level 17)
 - Lowest level variants of Keldorn, Viconia, and Anomen now get
   appropriate weapons for their proficiencies
 - WHILE loops, hurrah!  STR_CMP galore!  AoE is now leet!

V23
 - Copying 0-byte weapon files should no longer fail with version 170+ of
   WeiDU
 - Removed weird thing from War Hammer description

V24
 - Spanish translation added for strings added since version 19

V25
 - French translation added
 - Auto-installer should work with Win98

V26
 - Katars and Bolas are no longer missing their graphics
 - Fixed Kuo-toan bolts so they don't mung up installations?
 - Monk proficiencies aren't out of order
 
V27
 - New Anomen proficiency code from CamDawg "to resolve a conflict with BG2 
   Fixpack."

VII. Credits
------------

DEVELOPER:
Jesse Meyers (Ghreyfain)

TRANSLATORS:
Thot (French)
Clan DLAN (Spanish)
Beyshaliban (German)

ADDITIONAL THANKS GO TO THOSE WHO HELPED WITH EMBERS OF EMPIRE:
Corvis
Xaos Bob
Wynne
Cuvieronius
Wesley Weimer
Jason Compton
Sorschana
Vulgar Zildrah (Detectable Spells)
Kensai Ryu (Detectable Spells)
Kevin Dorner (Baldurdash)
Gebhard Blucher
Finamenon
Meldethar
CamDawg


VIII.  Links
------------

http://www.weidu.org:                      Home of WeiDU

http://www.pocketplane.net:                Home of Ashes of Embers and
                                           other fine projects!

http://www.dragonlancetc.com:              Home of the DLTCEP editing
                                           tool
                                           (Plus some sort of mod or
                                           something)

http://www.idi.ntnu.no/~joh/ni:            Home of Near Infinity

http://infexp.sourceforge.net:             Home of Infinity Explorer

http://www.fwstudios.net:                  Home of many independent BG2
                                           mod projects


IX. Copyright Notice
--------------------

Ashes of Embers is Copyright © 2002-2005 Jesse Meyers.

Ashes of Embers is not developed, supported, or endorsed by BioWare or
Interplay/Black Isle.


REDISTRIBUTION NOTE: Ashes of Embers was created to be freely enjoyed by
all Baldur's Gate 2 players. However, Ashes of Embers may not be sold,
published, compiled or redistributed in any form without the consent of
its author.
