<h1> WL House Rules </h1>

<h2> Overview </h2>
This is my personal collection of tweaks, rule changes and kits.
<h2> Components </h2>
Components are separated in groups and listed below:
<h3>New Kits </h3>
<h4>Grey Guard Paladin Kit</h4>
<h4>Description:</h4>
Among the ranks of paladins there are some who have seen too much. The archetype of the noble-spirited paladin, resplendent in blessed armor and wielding a holy blade to smite the enemies of goodness, has gotten countless good men and women killed by their enemies' underhanded tactics. The Grey Guards follow a looser code than the average paladin, and do whatever must be done to protect the innocent and helpless from those who would do them harm.

<p>Advantages:
<p>- May not fall.
<p>- May use Backstab ability, although for a lower damage multiplier than Thieves:
<p>  Level 1-8: x2
<p>  Level 9-16: x3
<p>  Level 17+: x4
<p>- May cast Improved Invisibility once per day at level 5, twice per day at level 10 and 3 times per day at 15th level.

<p>Disadvantages:
<p>- May not turn undead.
<p>- Has -4 penalty to Charisma.

<h4>Chancer Bard Kit</h4>
<h4>Description:</h4>
Thrillseekers and compulsive gamblers, Chancers embrace a high risk, high reward philosophy and are happy to take any odds. This usually makes for an exciting but brief adventuring career, however the rare chancers who live long enough to become experienced can earn Tymora's favor and stack the odds in their favor.

<p>Advantages:

<p>- All or Nothing fighting style: The Chancer's unarmed or weapon attacks have a 50% chance to critically hit.
<p>- May cast Nahal's Reckless Dweomer at will.
<p>- Song of Chaos: The Chancer's song is different, infused with wild magic and filled with difficult to hit notes. As a result it can have a variety of differet effects which can either help or hinder the Chancer and their allies.
<p>- Starting at level 3 may cast The Final Gambit once per day as an innate ability not affected by wild surge.
<p>- Tymora's Favored: Starting at level 10, the odds begin to shift in the Chancer's favor. Their spellcasting is permanenently protected by a Chaos Shield and the odds on All or Nothing and Song of Chaos are skewed toward positive outcomes.
<p>- Tymora's Chosen: Starting at level 20 the odds are heavily stacked in the Chancer's favor. Their spellcasting is permanently protected by an Improved Chaos Shield and the odds on All or Nothing and Song of Chaos are skewed toward positive outcomes.

<p>THE FINAL GAMBIT: When all seems lost the Chancer has one last card to play. With The Final Gambit the Chancer attempts to bind <PRO_HISHER> fate and that of one enemy to one last roll of the dice killing one, both or neither.

<p>Disadvantages:
<p>- All or Nothing fighting style: The Chancer's attacks have a 50% chance to critically miss and critical misses will cause the Chancer to be briefly stunned or even hurt them.
<p>- Wild Magic: Chancer's spellcasting is infused with wild magic and is very prone to wild surges at all times.
<p>- Song of Chaos: The Chancer's song is different, infused with wild magic and filled with difficult to hit notes. As a result it can have a variety of different effects which can either help or hinder the Chancer and their allies.
<p>- The odds for The Final Gambit do not improve with experience

<h3>Class Tweaks </h3>

<h4>Ranger Tweaks</h4>
<h5>All Ranger Tweaks: </h5>
<p>Will install all ranger tweaks together, otherwise will be asked for each.
<h5>Can Be Evil/Can't Fall: </h5>
<p>Allows rangers any alignment and prevents them from becoming fallen.
<h5>Beastmaster Tweaks: </h5>
<p>- -May cast Animal Summoning I as an innate ability once per day at level 1. Gains additional uses per day at levels 3 and 5.
<p>- -May cast Animal Summoning II as an innate ability once per day at level 5. Gains additional uses per day at levels 7 and 9.
<p>- -May cast Animal Summoning III as an innate ability once per day at level 9. Gains additional uses per day at levels 12 and 15.
<p>- -Summoned animals receive bonus of 1 to THAC0 and AC and 10% increase in HP at level 1. The bonuses increase by further 1 THAC0/AC and 10% HP at level 5 and every 5th level thereafter until +7 and +70% at level 30.
<p>- -Summoned animals receive a 10% bonus to all resistances at level 10. This bonus increases by a further 10% every fifth level thereafter until 50% at level 30.

<h4>Paladin Tweaks</h4>
<h5> All Paladin Tweaks:</h5>
<p>- Will install all paladin tweaks together, otherwise will be asked for each.
<h5>Paladin Smite: </h5>
<p>- Gives all paladins a smite evil ability at level 1 with extra uses every 10 levels. When activated it adds 1d4 magical damage to all attacks for 1 round. Duration increases by 1 round and die size increases by 2 for every 2 points of Charisma above 16 - 2 rounds and 1d6 bonus damage at CHA 18 etc.
<h5>NPC Paladin Smite: </h5>
<p>- Applies the paladin smite effect to ALL attacks of NPC paladins.
<h5>Fallen Tweaks: </h5>
<p>- After a paladin falls, they'll get an option to either redeem themselves or become a blackguard. This will occur after rest.

<h4>Thief Tweaks</h4>
<h5> All Thief Tweaks:</h5>
<p>- Will install all Thief tweaks together, otherwise will be asked for each.
<h5>Assassin Tweaks: </h5>
<p>- Gives assassins +1 backstab modifier at level 1 and +2 at level 21.
<h5>Bounty Hunter Tweaks: </h5>
<p>- Breaks up the different special snares into separate traps. Each is unlocked at the vanilla level and receives additional uses every 5 levels thereafter.
<h5>Swashbuckler Tweaks: </h5>
<p>- Gives swashbucklers 1/2 APR at levels 10 and 20, gives them offensive spin uses every 5 levels and prevents them from sneaking and trapping.

<h4>Monk Tweaks</h4>
<h5> All Monk Tweaks:</h5>
<p>- Will install all Thief tweaks together, otherwise will be asked for each.
<h5>Detect Illusion For All: </h5>
<p>- Swaps find traps for detect illusion  for trueclass and all kits and gives them 20 points to spend at level 1
<h5>No Slow/Haste Immunity: </h5>
<p>- As it says on the tin, gets rid of the slow/haste immunity monks receive at level 5.
<h5>Revised Fist Progression: </h5>
<p>- Makes monk fists +1 at level 6 and +2 at level 9 instead of levels 9 and 12 respectively.
<h5>Dark Moon can backstab: </h5>
<p>- As it says on the tin, allows Dark Moon monks to backstab like stalkers.

<h3>Item Tweaks </h3>

<h5>All Item Tweaks: </h5>
<p>Will install all item tweaks together, otherwise will be asked for each.
<h5>One-handed Spears: </h5>
<p>Makes spears one-handed. There's no animations, so they'll turn invisible for a few frames when attacking. Also can't be used in offhand.
<h5>Recharge Items: </h5>
<p>- All wands, rods, rings and necklaces with limited charges get a button when right clicked in inventory, which allows them to be recharged for a flat 5000 gold rate. Shops no longer recharge items.
<h5>No Missile DMG Type: </h5>
<p>Anything that previously did "missile damage" will be converted to piercing/crushing/slashing depending on the item.
<h5>Charged Staves: </h5>
<p>Gives staves a special ability that allows wizards to convert them to ranged weapons.

<h3>Spell Tweaks </h3>

<h5>All Spell Tweaks: </h5>
<p>Will install all spell tweaks together, otherwise will be asked for each.
<h5>Improved Free Action: </h5>
<p>Free action will no longer prevent haste. Movement speed will be reset, but can be boosted after the free action effect is applied. This will also affect items that grant free action like Spider's Bane.
<h5>Replace Identify: </h5>
<p>- Instead of identify, all casters will automatically learn a new Arcane/Divine Lore spell that allows boosts Lore by 20 at level 1 and further 20 every 5 levels for 8h. Scrolls of identify still exist and can be used, but can't be scribed.

<h3>General Tweaks </h3>

<h5>All General Tweaks: </h5>
<p>Will install all general tweaks together, otherwise will be asked for each.
<h5>Steal From All: </h5>
<p>Allows thieves and bards to steal from any shop.
<h5>Lore Tweaks: </h5>
<p>- Lore bonuses from stats are 0 at 10 and each point above or below 10 for the stat increase/reduce lore by 2. Also changes class lore gain per level. Now fighters/thieves/paladins/rangers get 1/lvl, shamans/sorcerers get 2/lvl, clerics/druids get 3/lvl, mages get 5/lvl and bards get 6/lvl.

<h2> Compatibility </h2>
<p>This mod is made for BG:EE. It may or may not work on other EE games. It will not work on non-EE games
<p>This mod is only tested on Windows. 
<p>This mod is not tested with any other mods.

<h2> Installation </h2>
<p>1.Extract the downloaded archive into your game folder.
<p>2.Get the latest version of weidu for your OS from https://github.com/WeiDUorg/weidu/releases and paste weidu.exe (or whatever extension your OS uses, the file name is the same) into your game folder. Alternatively, if you have installed other mods, you can copy the setup-modname.exe from one of them and use that.
<p>3.Rename your weidu.exe to setup-wl_oublek.exe and run it
<p>4.Follow the prompts to install the desired components.
<p>Some features may require starting a new game to work.

<h2> Uninstallation </h2>
<p>1.Run setup-wl_oublek.exe and follow the prompts to uninstall desired components.
<p>2.(Optional)Delete setup-wl_oublek.exe, SETUP-wl_oublek.DEBUG and the folder wl_oublek your game folder. Only do this if you've uninstalled ALL components first.

<h2> Updating </h2>
<p>1.Follow the uninstallation instructions to uninstall all components. Optional step can be skipped.
<p>2.Follow the installation instructions.
<p>Some features may require starting a new game to work.

<h2> FAQ: </h2>

<p>Q: Is this compatible with X?
<p>A: I don't know
<p>
<p>Q: Will you make this compatible with X?
<p>A: No
<p>
<p>Q: Will you change X?
<p>A: No
<p>
<p>Q: I found a bug, will you fix it?
<p>A: Maybe, no guarantees
<p>
<p>Q: When will you fix it?
<p>A: I don't know
<p>
<p>Q: I'm stuck, what do I do about X?
<p>A: Check the guide.txt inside the mod folder
<p>
<p>Q: Will you add more content?
<p>A: Probably not