{"id":25604110,"url":"https://github.com/argent77/a7-improvedarcher","last_synced_at":"2026-02-28T12:06:26.169Z","repository":{"id":47604674,"uuid":"44549275","full_name":"Argent77/A7-ImprovedArcher","owner":"Argent77","description":"Improved Archer Kit as WeiDU mod for BG2, BG:EE, BG2:EE and 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release (latest by date)](https://img.shields.io/github/v/release/Argent77/A7-ImprovedArcher?color=darkred\u0026include_prereleases\u0026label=latest%20release)](https://github.com/Argent77/A7-ImprovedArcher/releases/latest)\n[![Github downloads (all releases)](https://img.shields.io/github/downloads/Argent77/A7-ImprovedArcher/total.svg?color=gold)](https://github.com/Argent77/A7-ImprovedArcher/releases)\n[![Platform](https://img.shields.io/static/v1?label=platform\u0026message=Windows%20%7C%20macOS%20%7C%20Linux%20%7C%20Project%20Infinity\u0026color=informational)](https://github.com/Argent77/A7-ImprovedArcher/releases/latest)\n[![Supported games](https://img.shields.io/static/v1?label=supported%20games\u0026message=BG2%20%7C%20BGT%20%7C%20BG%3AEE%20%7C%20SoD%20%7C%20BG2%3AEE%20%7C%20EET%20%7C%20IWD%3AEE\u0026color=indigo)](https://github.com/Argent77/A7-ImprovedArcher)\n[![Language](https://img.shields.io/static/v1?label=language\u0026message=English%20%7C%20French%20%7C%20German%20%7C%20Italian%20%7C%20Polish%20%7C%20Russian%20%7C%20Simplified%20Chinese%20%7C%20Spanish\u0026color=limegreen)](https://github.com/Argent77/A7-ImprovedArcher)\n\n# Improved Archer Kit\n*A mod for BG2, BG:EE, BG2:EE and IWD:EE.*\n\n[![Website](https://img.shields.io/static/v1?label=Website\u0026message=Improved%20Archer%20Kit\u0026color=ccc7ba\u0026labelColor=eee\u0026style=for-the-badge)](https://argent77.github.io/A7-ImprovedArcher/index.html \"View Readme\")\n\n[![Beamdog Forums](https://img.shields.io/static/v1?label=Discussion\u0026message=Beamdog%20Forums\u0026color=444\u0026labelColor=eee\u0026style=for-the-badge)](https://forums.beamdog.com/discussion/34696 \"Beamdog Forums\")\n\u0026nbsp;\u0026nbsp;\n[![SHS Forums](https://img.shields.io/static/v1?label=Discussion\u0026message=SHS%20Forums\u0026color=951514\u0026labelColor=eee\u0026style=for-the-badge)](http://www.shsforums.net/topic/58012-improved-archer-kit/ \"Spellhold Studios Forums\")\n\n\n## Overview\n\nThe original Archer kit does not scale very well with progressing levels. While the kit is very strong in the early \nparts of the game, it becomes less useful compared to the other ranger kits later on.\nThis mod attempts to rebalance the kit, so that low level archers don't outshine other classes, while high-level\narchers may still keep up with other ranger kits. The mod adjusts overall power of the Archer and adds a couple of\nuseful skills and abilities to the kit.\n\nAdditional components provide you with Archer-like kits for figher, paladin and thief classes, or install a set of\npowerful bows and ammunition to the game.\n\n\n## Installation\n\nThis is a WeiDU mod, that means it is very easy to install. Simply unpack the zip archive into your game directory and\nrun either \"setup-A7#ImprovedArcher.exe\" (on Windows) or \"setup-A7#ImprovedArcher\" (on Mac OS X).\nFollow the instructions and you are ready to start. It is strongly recommended to start a new game to enjoy all the\nbenefits of the improved Archer kit.\n\n\n## Components\n\nThe mod includes two components:\n\n#### 1. Improved Archer Kit (requires BG2:ToB, BGT, BG:EE, BG:SoD, BG2:EE, EET or IWD:EE)\n\nImproves the Archer kit by balancing stat progression and adding a couple of unique skills and abilities.\n\n#### 2. Add fighter kit: Marksman (requires BG2:ToB, BGT, BG:EE, BG:SoD, BG2:EE, EET or IWD:EE)\n\nAdds the fighter kit \"Marksman\" to the game, based on the improvements of the Archer kit.\n\n#### 3. Add paladin kit: Bow Knight (requires BG2:ToB, BGT, BG:EE, BG:SoD, BG2:EE, EET or IWD:EE)\n\nAdds the paladin kit \"Bow Knight\" to the game, based on the improvements of the Archer kit.\n\n#### 4. Add thief kit: Sharpshooter (requires BG2:ToB, BGT, BG:EE, BG:SoD, BG2:EE, EET or IWD:EE)\n\nAdds the thief kit \"Sharpshooter\" to the game, based on the improvements of the Archer kit.\n\n#### 5. Add +4 arrows, bolts and two powerful bows to the game (requires BG2:ToB, BGT, BG2:EE or IWD:EE)\n\n*BG2, BGT, BG2:EE and EET:*\nAdds +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.\nAdds a powerful longbow somewhere to the third level of Watcher's Keep. Adds an even more powerful composite longbow \nto the outdoor area of Sendai's Enclave.\n\n*IWD:EE:* Adds two powerful bows and a few +4 arrows and bolts to Conlan's shop in Kuldahar after reaching Chapter 4.\n\nAll components can be installed independently.\n\n\n## Kit Description\n\n#### Ranger kit: Archer\n```\nThe Archer is the epitome of skill with the bow-the ultimate marksman, able to make almost any shot, no matter \nhow difficult. To become so skilled with the bow, the Archer has had to sacrifice some of his proficiency with\nmelee weapons and armor.\n\nAdvantages:\n- +1 bonus to hit and damage rolls with any missile weapon every 4 levels.\n- +1 bonus to armor class vs. missile weapons every 6 levels.\n- +5% chance to score a critical hit at levels 13 and 18.\n- May achieve Grandmastery (5 slots) in longbows, shortbows, and crossbows.\n- May use the Rooting Shot ability once per day every 4 levels, starting at level 4. Can not be used together\n  with other shot abilities.\n- May use the Power Shot ability once per day every 4 levels, starting at level 8. Can not be used together with\n  other shot abilities.\n- May use the Explosive Shot ability once per day every 4 levels, starting at level 8. Can not be used together\n  with other shot abilities.\n- May use the Conjure Elemental Ammunition ability once per day every 8 levels, starting at level 4.\n\nROOTING SHOT: All successful ranged attacks within the next 12 seconds will entangle the target, according to\n              the level of the Archer:\n 4th level: Target is entangled for three rounds if failed save vs. Spell.\n 8th level: Target is entangled for three rounds if failed save vs. Spell at -1 penalty.\n 12th level: Target is entangled for four rounds if failed save vs. Spell at -1 penalty.\n 16th level: Target is entangled for four rounds if failed save vs. Spell at -2 penalty.\n 20th level: Target is entangled for five rounds if failed save vs. Spell at -2 penalty.\n\nPOWER SHOT: All successful ranged attacks within the next 12 seconds have a chance to knock back the target,\n            according to the level of the Archer:\n 8th level: Knock back target if failed save vs. Breath.\n 12th level: Knock back target if failed save vs. Breath at -1 penalty.\n 16th level: Knock back target if failed save vs. Breath at -2 penalty.\n 20th level: Knock back target if failed save vs. Breath at -3 penalty.\n\nEXPLOSIVE SHOT: All successful ranged attacks within the next 12 seconds will explode on impact and cause\n                physical damage to nearby targets in 15' range, according to the level of the Archer:\n 8th level: 1d4 damage to nearby targets\n 12th level: 1d4+2 damage to nearby targets\n 16th level: 1d4+4 damage to nearby targets\n 20th level: 1d4+6 damage to nearby targets\nCaution: Damages enemies, allies and innocent bystanders alike.\n\nCONJURE ELEMENTAL AMMUNITION: Conjure a specially prepared arrow or bolt blessed by the Archer's worshipped god\n                              or goddess for 8 hours containing one score of charges. Number of charges doubles\n                              at levels 8 and 16 respectively.\n 4th level: +1 enchantment, +1 to hit rolls, additional 1d3 fire damage.\n 8th level: +2 enchantment, +2 to hit rolls, additional 1d3 fire damage and 1d3 cold damage, entangle for two\n            rounds vs. unnatural creatures if failed save vs. Spell.\n 12th level: +2 enchantment, +2 to hit rolls, additional 1d3 fire damage, 1d3 cold damage and 1d3 acid damage,\n             blindness for two rounds vs. unnatural creatures if failed save vs. Spell.\n 16th level: +3 enchantment, +3 to hit rolls, additional 1d3 fire damage, 1d3 cold damage, 1d3 acid damage and\n             1d3 electrical damage, slow for two rounds vs. unnatural creatures if failed save vs. Spell at\n             -2 penalty.\n 20th level: +4 enchantment, +4 to hit rolls, additional 1d3+2 fire damage, 1d3+2 cold damage, 1d3+2 acid damage\n             and 1d3+2 electrical damage, slow and blindness for two rounds vs. unnatural creatures if failed\n             save vs. Spell at -4 penalty.\n\nSURE SHOT (HLA): High-level Archers have gained perfect control over their ranged weapon of choice which\n                 allows them to point out and target vital areas of the opponent with frightening precision and\n                 speed. By enabling this ability, the Archer takes up his stance and shoots missiles in rapid\n                 succession. For the next 12 seconds this ability sets one's number of attacks per round to 10\n                 and every shot is considered a critical hit. Since this technique requires utmost skill and\n                 concentration, the Archer is rooted to the spot for the next two rounds. It can not be used\n                 together with other shot abilities.\n\nSET MISSILE TRAP (HLA): This ability allows the Archer to set a single powerful spring-loaded missile trap\n                        in the chosen location when no hostile creatures are in sight. It does 3d10 missile\n                        damage and each 1d10 damage of various elemental types to the unsuspecting creature\n                        that sets it off.\n\nDisadvantages:\n- -1 CON penalty.\n- May not wear any metal armor.\n- May only become Proficient (one slot) with melee weapons.\n- May not use the Charm Animal ability.\n```\n\n#### Fighter kit: Marksman\nThis kit provides the same characteristics as the Archer kit with the following differences:\n- Conjure Elemental Ammunition ability is replaced by Produce Reinforced Ammunition ability.\n- Set Missile Trap HLA not available.\n- May become Specialized (two slots) with melee weapons.\n- May only allocate one slot in any fighting style.\n\n#### Paladin kit: Bow Knight\nThis kit provides the same characteristics as the Archer kit with the following differences:\n- Conjure Elemental Ammunition ability is replaced by Evoke Blessed Ammunition ability.\n- Explosive Shot ability not available.\n- Set Missile Trap HLA not available.\n- No bonus proficiencies for Darts.\n- May only become Proficient (one slot) with melee weapons.\n- May only allocate one slot in any fighting style.\n\n#### Thief kit: Sharpshooter\nThis kit provides the same characteristics as the Archer kit with the following differences:\n- +1 bonus to hit and damage with missile weapons only every 5 levels.\n- +1 bonus to armor class vs. missile weapons only every 8 levels.\n- +5% chance to score a critical hit at level 18.\n- Conjure Elemental Ammunition ability is replaced by Craft Endowed Ammunition ability.\n- Power Shot ability not available.\n- Sure Shot HLA not available.\n- May only distribute 15 skill points per level among thieving skills.\n- May not use Backstab ability.\n\n\n## Longbow Descriptions\n\n**Great Sun-Reacher +3:**\n```\nThe elves of Evereska are known for their isolationism as much as their skill and bravery in battle.  One of\ntheir most well known warriors in human lands was the incredibly accurate archer Bariah Goldendown. Though the\nelves will neither confirm nor deny the legend, some human tales state that keen-eyed Bariah never missed a\ntarget in battle.  His bow, crafted by his mother, was never given a name that was known outside of the family.\nThe humans that suffered under its power called it \"Great Sun-Reacher,\" believing that Bariah's arrows could\nreach into the heavens themselves.  In a battle that many Evereskans are bitter about to this day, Bariah's\ngriffon mount was killed in the sky by the spells of invisible wizards that ambushed an elven patrol.\nThough only one mage escaped with his life, he did manage to take Great Sun-Reacher with him.\n\nSTATISTICS:\n\nCharge abilities:\n- Protection From Normal Missiles twice per day\n\nCombat abilities:\n- When no arrows are equipped, the bow fires +3 arrows that receive +4 to hit and deal 1d6 missile damage\n\nTHAC0: +4\nWeight: 3\nSpeed Factor: 2\nProficiency Type: Long Bow\nType:  2-handed\nRequires: 6 Strength\nNot Usable By:\n Druid\n Cleric\n Mage\n Thief\n```\n\n**The Defender +5:**\n```\nComposite longbows are bows whose staves are made from more than one type of material. This gives greater\nflexibility and makes arrows fired from this bow deliver more damage.\nIn addition to powerful enchantments, the materials used for this particular bow are of especially exquisite\nquality. The bow's exceptionally durable frame can be used to deflect even the strongest blows and the\nergonomic design allows the user to shoot missiles in rapid succession.\n\nSTATISTICS:\n\nEquipped abilities:\n- +4 AC bonus against melee weapons\n- 3 shots per round\n\nTHAC0: +6\nDamage: +2 (missile)\nWeight: 5\nSpeed Factor: 2\nProficiency Type: Long Bow\nType: 2-handed\nRequires: 18 Strength\nNot Usable By:\n Druid\n Cleric\n Mage\n Thief\n Bard\n```\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fargent77%2Fa7-improvedarcher","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fargent77%2Fa7-improvedarcher","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fargent77%2Fa7-improvedarcher/lists"}