Divinity: Original Sin 2

Divinity: Original Sin 2

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Elementalist - Elemental Magic Expansion [LeaderLib Version]
   
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Type: Add-on
Game Mode: Story, GM
Tags: Classes, Skills
File Size
Posted
Updated
651.082 KB
22 Nov, 2022 @ 3:08pm
6 Mar, 2023 @ 1:53pm
9 Change Notes ( view )

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Elementalist - Elemental Magic Expansion [LeaderLib Version]

In 1 collection by Cleric
Cleric's DOS2 Mods
9 items
Description
Introducing the Elementalist!

A true Elementalist doesn't specialize in specific elements, but chooses to bring the tools to wield them all. Unafraid of a little close combat, the tools include restorative effects, improving armor, movement, and AP management utilities. This mod includes over a dozen skills for each element and another group of skills that require investing in all four elements. With these tools at your disposal, and probably some extra points in memory, the battlefield will be little more than a playground.

This mod requires my Shared Resources, Laughing Leader's LeaderLib, and Norbyte's Script Extender[github.com].
  • Shared Resources - My shared resources mod helps trim down on how many Icon Atlases you have to use for my mods. The benefit is not usually impactful, but can be nice if you run multiple mods of mine. It is also the home of many statuses and their interactions, including Auras, Impaled, and Boons.
  • Norbyte's Script Extender - Lets modders utilize many more tools than the engine provides as well as the ability to write code for things the engine cannot do on it's own.
  • LeaderLib - Provides a lot of tools that make using Lua for modding a breeze. Both this and the SE are required for most of this mod's more complex effects to function.

For those without the Script Extender or who cannot use it at all, the previous version of this mod will remain posted but unlisted: Elementalist - Elemental Magic Expansion (No LL or SE)

Under no circumstances should you use this mod in combination with the non-extender version listed above.

Many skills and effects shouldn't interfere with one another, but there's always a solid chance for something to go wrong since much of the base of this mod was copied and then edited from it. For absolute safety, start a new game with this mod active rather than deactivating the old mod and activing this one. I can provide a list of steps that should help if you plan to do that anyway, but you're not going to keep any skills or anything since all the skill names were changed.

Attunements

Core to the elementalist are their attunements, which improve their efficacy with elemental spells of a given type. Attunements grant allies an aura they can use to clear statuses or maintain for resistances, reflection, and a buff representative of the element. The elementalist themselves also unlocks an overload for their attunement:
  • Fire overload summons a tornado of flame, burning enemies and leaving a fire surfaces in it's wake
  • Water overload revitalizes allies in the thick of the fight.
  • Earth overload ensures armor survives a few more hits before being depleted.
  • Air overload summons a tempest that drops bolts of lightning on enemies.
Attunements are permanent buffs that only expire when attuning to another element, and also increase the damage of Staff of Magus if the staff's element matches the attunement!

Skills
All spells are located at base-game merchants and are part of level lists, unlocking more books at level 4, 9, 12, and 16
Additionally, there is a new vendor named Cleric the Cleric who will sell skillbooks from any of my class mods you've installed! Their locations are listed in the shared resources mod description.
Each of the four base elements has been given a suite of skills with some unique effects. There are several archetypes and many skills have statuses that other skills will need to perform additional effects - such as Blinding Flash dealing a second round of damage if the target is Shocked or Stunned!
A complete list of skills and descriptions will be added to my Skill List[docs.google.com] in the coming days.

Skill Types
  • Glyphs have various effects dependent on the element they interact with. Energy chooses an attunement based on the surface you touch, but Glyph of Storms drops elemental bolts based on your attunement.
  • Ether skills grant you AP dependent on having an elemental surface nearby.
  • Weapon skills are melee, and while they scale off weapon damage and the attribute your weapon utilizes (finesse for daggers, etc.) they will be consistant in dealing the damage type the skill is associated with. This gives even warriors and scoundrels access to reliable magic damage. Steam Surge and Polaric Leap also give elementalists access to positioning tools. All weapons skills are affected by elemental affinity, so using movement skills can greatly improve action economy.
  • Two new active defense skills in Static Field and Double Dragon give the elementalist some area control outside of laying down surfaces.
  • Twist of Fate gives the elementalist a much-needed low-cost teleport skill in their own wheel house.
  • Skill Combos are found in all 4 elemental schools, and might depend on skills from other elements to get the ball rolling. Be sure to read descriptions for requirements and set ups.

The Catalyst's Hammer
Feeling more battle-mage-y than normal? There's a tool for that! The Catalyst's Hammer is available for crafting. Simply combine a two-handed warhammer with one of each skillbook to craft it. If you want an EVEN better version, combine the Catalyst's Hammer with Source Skill books from each element to craft Gravity.
Gravity and the Catalyst's Hammer comes with some unique skills to play with and a much desired bonus to elemental abilities and memory!
A couple more weapons might be added in the future, but these two weapons are the only one's so far.

Skill List[docs.google.com] for all my mods

Tips
  • Keep in mind the surfaces you can create and move to. Make elemental surfaces work for you with skills like Ether Renewal and talents like Elemental Affinity.
  • When using elemental attack skills, remember that ONLY your weapon damage matters! Even for warriors and scoundrels a melee weapon skill will deal elemental damage without needing any more investment than what's needed to meet the skill requirement. Melee Weapon Skills will show "Magic Armor" Damage, but rest assured that the damage will be converted when the skill is used - this is to avoid issues with tooltip numbers being extremely off.
  • While the intention is to cycle elements, there is still something to say for specializing in one or two and using the spare points for Two-Handed, Huntsman, and Scoundrel to increase damage and critical hit damage.

Thanks and final notes:

This mod is a complete overhaul of my first DOS2 mod, so my first round of thanks goes to the several thousand people who subscribed and played this game with it. Without the reception of that mod, very few of my others would have been made.
Thanks to Norbyte for the Script Extender providing so, so much access to new ways to approach modding and giving us the tools to do much fancier things than this engine was made to do.
Thanks to Laughing Leader for the sheer amount of questions that he answered and continues to answer. There are a lot more mods on the Workshop than we realize that he almost certainly helped to make possible just by answering questions on Discord. Not to mention his work on the LeaderLib which makes things far easier to do in Lua.

Rivellon could always use more Elementalists.

Credits to ArenaNet for icons used in the mod. All icons are from Guild Wars and Guild Wars 2.
Popular Discussions View All (1)
7
3 Sep, 2023 @ 7:20am
Bug Reports and Known Issues
Cleric
50 Comments
Cleric  [author] 7 Feb @ 7:24pm 
@xixonix
Weapon damage scales with weapon attributes, and is plugged straight into the damage calculation. That's just how it be.

Use a staff or another mod to get intelligence-scaling weapon damage. There is also the Catalyst's Hammer.
𝗫͟𝗶𝘅̅𝗼𝗻 31 Jan @ 10:53am 
So I need to put points into strength even though I'm a wizard just to make the melee skills do more damage? There is no way to have melee weapons scale with intelligence? Or can I combine this with Arcane bladeweaver for intelligence based weapon attacks and skills and use this for more skills/spells?
Baemax 21 Oct, 2024 @ 2:36pm 
Thanks for the update! That is really interesting and pretty much how i thought it might work based on speculation. Only really a minor complication but if its doable you're doing great (:
Cleric  [author] 21 Oct, 2024 @ 11:03am 
So a little update:

The code for the Glyph changes was a bit janky to start, and it would appear that it's just not doing things in the order that was previously expected.

For now, these three glyphs are affected:
Glyph of Storms
Glyph of Power
Glyph of Harmony

The immediate workaround is to keep them all memorized or have memory slots for them to occupy. Use mods or console to remove them if this is unacceptable due to memory constraints, but until this is actually working, this is the only real way to have a stable memorized list of skills.

What is essentially happening is that the function that handles Glyph Changes is called half a dozen times per attunement change, and overlapping one another. So when a glyph is removed to be swapped, the other instances of the function are filling in the space right away with their swap. I need to redesign the functions so this change is only called once, and not resulting in a nearly-recursive loop.
Cleric  [author] 20 Oct, 2024 @ 6:41pm 
I will look into it tomorrow. It's been a hot minute since I've opened the program or game, but glancing at the code, it might be a simple fix. It shouldn't be causing issues suddenly, but if something changed, the current implementation does technically add the new attuned glyph before removing old ones. Odd that this and another memory-related bug report on another mod popped up on the same day.

I am sorry for the late reply. I'll see about getting to the issues.
Baemax 10 Oct, 2024 @ 8:26am 
im loving this mod btw! I have encountered an issue with memorized skills namely Glyph of harmony and Glyph of Elemental power whenever switching attunements on a fully memorised skill page it unmemorises either glyph (ive noticed 1 or the other) Until i leave 1 memory slot open
Cleric  [author] 22 May, 2023 @ 6:56pm 
@Gurkenknecht
The skill lists I have complete are on a single sheet linked on my shared resources. I did forget to link it here, and is now in the Description. Thank you for reminding me!
Gurkenknecht 22 May, 2023 @ 6:47pm 
a excel spreadsheet for the skills would be nice
ballerts 2 May, 2023 @ 3:09am 
I'm pretty sure this only works with DE
Doctor Beetus 2 May, 2023 @ 12:03am 
Yes