
Sequencer spells are moved to the school of Enchantment This component changes the school of various spells, to make sure there is at least one spell at each level in each school, and that specialists of different schools are better-balanced against one another. Here’s a breakdown of what is currently in the mod: You can install one component, or all of them, or any combination you like. You'll have the option to choose which categories you want to consider when you install the mod. There are a lot of different components to the mod at this point, so I have organized them into three categories: 1] spell tweaks 2] new and revised kits and 3] deeper tweaks to various game mechanics. Best I can tell, the spell school changes, the armored casting for bards, the first four innate sequencer options, the first and third cantrip options, and the innate find familiar component might probably work on the old engine. This is not designed for pre- EE TOB/ BGT/Tutu games.

The 0.8 series has only been tested in the EE v2.5 engine. (I only haven't made the ALWAYS block comliant yet.) What does that mean for you, the player? Pretty much nothing. Since version 0.8.40, the mod is now almost completely compliant with DavidW''s principles of encapsulation and immutability. The more in-depth Readm for v0.7 can be found here. You can download the latest version of the mod here. But for now I'll highlight the recent changes. In time I'll turn this post into a source of general information about the mod, for newcomers. I'm pleased to announce that Tome and Blood has been updated to version 0.8.40 0.9.4! in my branch of the mod.
