Divinity: Original Sin 2

Divinity: Original Sin 2

67 ratings
Remnants of the Eternals
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Type: Add-on
Game Mode: Story
Tags: Armors, Skills
File Size
Posted
2.160 MB
17 May, 2021 @ 4:43pm
1 Change Note ( view )

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Remnants of the Eternals

Description
Jump into a scavenger hunt as equipment from an Eternal champion has been left behind on the Nameless Isle for a Godwoken to reclaim. Blended with expert construction and integrated mechanisms from the automatons, this armour will surely give the edge to the one prospecting to be Divine.

In Act 3 at certain shrines you will find:

Rhalic Shrine - The Helm of the Eternals that grants AP regen, leadership and Greedy Vessel for the small cost of max AP.

Duna Shrine - The Chestplate of the Eternals, the foundation of the set that grants FULL air immunity which can be temporarily lost with a movement penalty to trigger a colossal electric blast around you until the immunity recharges.

Xantessa Shrine - The Gauntlets of the Eternals have built in shock beams similar to the automatons, useful for that extra firepower.

Vrogir Shrine - The Chausses of the Eternals, don't assume it's lack of abilities makes it lesser that the rest. It's resistant boosts and 3 rune slots let you customise it for all situations.

Amadia Shrine - The Greaves of the Eternals let its user tap into the automaton tech within and use its jet jump to rapidly relocate.

That's not all though, technicians of the Eternals kept ring beacons on them to call in automaton support when they needed it. However they are long dead but their rings are laying next to them for the claiming.

Eternal Ruby Beacon - Located in a cave beside a skeleton laying close to a sword in the stone.

Eternal Sapphire Beacon - Located beside the skeleton whose job was to upkeep the constructs of the arena, find where they fell.

Lastly the Eternal Aetera did have a follower who had look after her precious hounds, find their remains close by and you may find their spell to call a source hound.

This mod was inspired by the last gift bag and my disappointment at the lack of Eternal based stuff you could actually get in the game. I'm eager to add more to the game through this mod but PLEASE, let me know about the stuff I've already added. I'm not a savant when it comes to balance all the time and if stuff is too strong or too weak, let me know and why.

Any thoughts for cool thematic gear to add just leave in the comments and I'll see how I think about it.

Enjoy the gear :D
25 Comments
Bog 29 Jun, 2024 @ 4:04pm 
that's actually nice mod
Nova Solarius 13 Jul, 2022 @ 1:15pm 
It's a good set, with one minor issue. The +1 AP from the helmet is very inconsistent. It sometimes works, but usually doesn't, leaving me with six AP instead of the expected seven.
morcanie 26 Sep, 2021 @ 10:37am 
It provides items (sold by some new traders) that can be used to combine with armor/weapons/jewelry to raise them to the player's current level. Usually it just involves adding armor or damage, but I have seen it sometimes raise bonus stats given by items too (I think that's only when raising an item from a low level to a high one, and I don't think I've seen it occur after level 16, which the items from this mod are at). Also, I think it doesn't raise items' armor/damage to completely match similar items at the new level, but to values that are slightly lower. That way you can raise the levels of items you want to keep using for awhile to keep them viable as you progress, but it still encourages you to swap out for new items that you acquire.
WordBearer94  [author] 24 Sep, 2021 @ 2:41pm 
@morcanie What does that do again?
morcanie 24 Sep, 2021 @ 1:39pm 
I like the idea of this mod and the items it adds. It doesn't seem to work with the Sourcerous Sundries gift bag feature, though. It makes me sad that I can't keep using the items throughout act 4 (well I can, but they lose their value).
WordBearer94  [author] 23 Sep, 2021 @ 1:58am 
@Somebody33000 Okay, thanks for the feedback. Sorry for the lack of updates on my part. I've just started a new job and free time is now a premium I have to use sparingly. Also I'm wanting to add some new equipment to the mod alongside the fixes so I'm trying to think of cool stuff to chuck in. I've got an idea for a Eternal Rifle using the Aeteran model with some VFX layered over it but that's just an idea right now.
Somebody33000 22 Sep, 2021 @ 6:10pm 
After a long break i returned to the game, and it seems that the laser ray has fixed itself (or maybe it never did double damage and it just seemed taht way because i was fighting low-level enemies). Well, anyways, looks like the ability description is the only thing that is broken now. Also, the eternal souce hound summon cannot hold source points. It says 0/0 source points on the tooltip, and purging enemies or corpses does nothing.
Somebody33000 7 Sep, 2021 @ 11:11am 
No problemo! Thanks for making this mod. :winter2019happybulb:
WordBearer94  [author] 6 Sep, 2021 @ 12:26pm 
@Somebody33000 Yeah that clears things up somewhat. In the mod tools you see that some creatures have their own version of attacks that act the same like slug has SLUG_LASER_RAY or SLUG_SUPERNOVA that act the same as the character ones more or less. This means that I'll have to tweak the skills I did into their own versions so Odinblade's changes only touch the vanilla skills.
Thanks again for letting me know and putting up with it despite the issues.
Somebody33000 6 Sep, 2021 @ 10:39am 
@WordBearer94 Did not get to act III yet, so cannot say anything about the armor yet, but the regular pyro ray and nova are definitely not functioning as they should. Also this only applies to character skills, as the laser ray of the fire slug summon and supernova of fire elemental work as intended. Btw, still gonna play with this mod despite these issues, because i think it's really cool and fills that eternal-shaped hole in the armor sets, that is untouched even by Random Uniques. As a side note, i'm also playing with Random Uniques, Enemy Upgrade Overhaul, all of Odinblade's class mods and Sorcerous Sundries (gift bag version with a fix mod) enabled.