Divinity: Original Sin 2

Divinity: Original Sin 2

Edgelord - 15 new Warfare + Necromancy skill combinations
135 Comments
A nondescript pumpkin 5 Dec, 2020 @ 7:23pm 
could you please post the DE versions of your mods on steam workshop?
Nickademus 12 Oct, 2020 @ 4:59pm 
I am aware that this is an OCD request. Please remove the edgelord before all the skills. It is unimmersive and I cant justify my character having them because that word should not even exist in that world. At least use a character name or something like Mordachais Missles or something like that. Hell Balkoth would be fine.
Diphenhydramina 24 Jan, 2020 @ 2:21am 
Is there a mod that makes your character hold a two-handed sword over their shoulder, as in the video?
Balkoth  [author] 27 Nov, 2018 @ 3:10pm 
chrstnmonks 29 Sep, 2018 @ 5:42pm 
Is this coming to the DE. I love this mod and sincerely hope so.
Balkoth  [author] 23 Aug, 2018 @ 9:02pm 
Craft only.
ØGThor 6 Jul, 2018 @ 8:34pm 
Is there a vendor for the skills, or craft only?
Bender 5 Jul, 2018 @ 1:09pm 
Is there a debuff the enemy suffer from called "Cringe"?
AskipLudo. 26 Apr, 2018 @ 11:58pm 
Found the thing sorry :p
Balkoth  [author] 26 Apr, 2018 @ 5:41pm 
Can you re-state that? All this does is add skills and combo lists.
AskipLudo. 26 Apr, 2018 @ 4:04pm 
Hi, I was looking through your mod with the Pak extractor to edit the CharacterCreation folder, because I have other playable character but seems like that there is none in your folder and it make some character without body during creation of the character in game
Balkoth  [author] 14 Apr, 2018 @ 5:46pm 
I managed to actually be able to update this. Everything is back to edgelord and it's all super cheap AP-wise. I think I made the tradeoff to be a higher cooldown cost? I don't know, but have fun.
Rykari 14 Apr, 2018 @ 2:48pm 
@Balkoth, maybe the fact that elemental affinity exists IS the problem. Perhaps you could categorise the necro skills as warfare instead so they cannot be abused by EF. I do love what you tried to do here but I think the concept needs a bit of work

Another way to work this mechanic would be to create stacking buffs when using skills whilst standing in blood. So for eg: All skills cost 3ap initially. If the player is standing in blood, gain a buff, reduce the ap of the next attack by 2, (making it 1ap), and apply the effect of that skill.

That might, perhaps, balance out the mod so it cannot be abused by EF
Spruce Willis 7 Apr, 2018 @ 1:37pm 
Do you have any intent on revising the mod down the future, not tyring to push this on your or anything I just really liked you class mod system it's just a shame about how you can't do some edits and have to start from scratch if you were to update the mods. Either way Thanks for the mod regardless.
Emty 25 Mar, 2018 @ 7:17pm 
I like the way it is scaled and such, need to think about positioning and what to incorporate to keep the ol attacks at 2AP. Gj on this mod, and your others :)
Balkoth  [author] 22 Mar, 2018 @ 5:18pm 
I would have to remake the mod entirely now, thanks to the editor. It's not a bug in the mod but a problem with the editor itself. The idea behind the AP costs were that they were necromancy skills and you could take elemental affinity to reduce the cost. They bypassed all armor, so I thought that it would make it too broken if the AP was too cheap.

Turns out people weren't having fun with that type of balancing. My bad. Lesson learned. Thankfully the Monk skills are super-cheap and I learned my lesson.
Chicken Katsu 22 Mar, 2018 @ 1:04pm 
It's a bug in the mod. Author has stated they're not going to work on fixing it though since it's kinda old. Hopefully someone comes around and retouches it up or re-thinks the idea.
King Necrow 22 Mar, 2018 @ 12:48pm 
I would love this mod if the skills didn't cost more AP then the normal game ones that are superior, Like they are cool skills, but battle stomp and charge have CC while the new edgelord one's don't, but yet it costs more to use which doesn't make sense.
Balkoth  [author] 12 Mar, 2018 @ 6:53pm 
LexaHood 12 Mar, 2018 @ 6:20pm 
hi balkoth, please tell me where to get information on creating a new class with the help of Divinity Engine 2
The Reaper Of Memes 10 Feb, 2018 @ 12:55am 
hey balkoth do you think you could ether make a blood mage or another version of this blood knight i love classes that use blood and there is another mod that is a blood mage but its not what i wanted it to be the blood spellsfor the guy's blood mage is not flashy for my taste so if you get the time to make another mod thats ether a blood mage or knight and if its not too hard to make some cool flashy blood spells that would be awesome sorry for being unable to update this one.
Balkoth  [author] 2 Feb, 2018 @ 3:06pm 
That's really dissapointing. I haven't been keeping up to date with the changes. The updates have made it near impossible to update this without me re-making it all-together. However, with this mod at least you have two versions of taunt. So it's not entirely useless.

Thanks for letting me know however.
Iceberg 2 Feb, 2018 @ 1:14pm 
I just want to let you know that I've really enjoyed this mod. I thought it was fine as it was. Unfortunately, the latest update of the game renders some of the skills inferior to vanilla, particularly the change to taunt (piercing armor). Perhaps you can try again to update this mod now that they've issued a new update to the editor. It would be a shame for your work to become depreciated.
SuckItwetlord 28 Jan, 2018 @ 12:30am 
It needs a vendor or maybe a starter class.
Balkoth  [author] 11 Dec, 2017 @ 5:31pm 
So, the editor won't let me open my Stats anymore. No idea if there was an update or what. So for now, there's no way to edit this mod anymore. Hooray.
Balkoth  [author] 10 Dec, 2017 @ 8:46pm 
Maybe, give it a shot. Sorry for the inconvenience.
NoHands 10 Dec, 2017 @ 6:35pm 
Thank you for fast response. So Im using Steam for my mods obv. lol, so you think if i were to unsub, del to necro and other skill mods i have by you, and reload them? this should work? ill try and let you know what happens :D thanks again.
Balkoth  [author] 10 Dec, 2017 @ 5:33pm 
Sounds like you have an old version. Someone else is reporting a bug that is giving the old naming scheme as well. No idea why this is happening. I would only try and re-install the mod.

Elemental Affinity was what I had in mind of players using with this mod initially. It seems like most people didn't like the idea however.

Then again, I don't really care for modding for this community anymore.
NoHands 10 Dec, 2017 @ 5:17pm 
you mentioned that you reuploaded the skils to make then 1AP but ALL of mine are 3AP how do i change this cause this is unplayable with this rediculous AP to dmg ratio
average nuke enjoyer 2 Dec, 2017 @ 1:49pm 
Unfortunate.
Balkoth  [author] 2 Dec, 2017 @ 12:38pm 
Verify your files. be patient and make sure it downloads.

I am keeping the Edgelord naming convention, it humors me.
average nuke enjoyer 2 Dec, 2017 @ 12:22pm 
For some reason your mod doesn't show up in the mod list ingame, or even in the games directory. I've resubbed several times to no avail.
average nuke enjoyer 2 Dec, 2017 @ 12:06pm 
Would it be too much to ask of you to remove the word "edgelord" from the skill names? Not trying to hassle you, it's just a little offputting to me. Outside of that, the mod looks great and I'll be using it.
Notim 15 Nov, 2017 @ 6:02pm 
There aren't any mortar & pestles before act 2, as far as I'm aware, and bonedust is random. I prefered when you used the inkpot, as there is one in Fort Joy always on the same spot.
Balkoth  [author] 14 Nov, 2017 @ 8:57pm 
To anyone wanting this to be a starting class, check out this mod here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1200707694
Balkoth  [author] 12 Nov, 2017 @ 8:09am 
I have now adjusted the skills. Most of them now cost 1AP but have a very high cooldown.

I have re-added them as "Edgelord's" skills, as people were too whiney about the previous change.
Balkoth  [author] 5 Nov, 2017 @ 9:22pm 
One day I will have my PC again. One day.
Zeno 5 Nov, 2017 @ 5:06pm 
I like the mod but just a suggestion, the action points cost is too high. I'm doing a playthrough with the more ap mod to have 6 a turn and still do little damage compared to warfare's base abilities. Great work so far though.
Jade_of_Arc 4 Nov, 2017 @ 10:17am 
Neiher of which seem to available in the Fort Joy slums. So can't really start with the skills early, which is a shame. Oh well, I find some soon enough.
Balkoth  [author] 3 Nov, 2017 @ 2:08pm 
Pick up a bone and a mortar and pestle
Jade_of_Arc 3 Nov, 2017 @ 1:23pm 
Anyone know where I can get Bone Dust in the Fort Joy starter area? None of the traders seems to carry any.
Balkoth  [author] 2 Nov, 2017 @ 3:06pm 
Nothing is gonna crash, I just decided that I am going to have my fun with this mod rather than catering to people's complaints.
Jax 2 Nov, 2017 @ 3:00pm 
That moment the users get the developer salty and the mod crashes in flames. :(
Balkoth  [author] 1 Nov, 2017 @ 7:46pm 
Actually, I think I am going to go back to my Edgelord naming again. Y'all are so needy anyhow.
Balkoth  [author] 1 Nov, 2017 @ 5:17pm 
I already said I will change the names. I don't have access to my PC. Gonna have to deal with my silly naming scheme for now.
Dhex 1 Nov, 2017 @ 5:03pm 
I don't suppose you're open to some name changes? You need to pick up a thesaurus.
tahumahu 30 Oct, 2017 @ 7:08pm 
Only thing I think would be cool would be a mutilate spell or a curb stomp ability to cause horror in anyone that is close and can see it. Basically you taking an extra swing at a dead body cause you can XD. Corpse explosion would be cool too. Hope your personal life stuff works out mate your mods are some of the best in game. Cheers.
tahumahu 30 Oct, 2017 @ 7:04pm 
Yeah but you are more or less doing that too. Skills make a class what it is rather than anything else. And he' trying to make end game classes which will make later acts more interesting. I think you should do a version of the Void Knight where you put stacks on people after certain about of stacks or blood absorbed (however you want to do it) Have AP refund or give haste buff or something.
Balkoth  [author] 30 Oct, 2017 @ 6:58pm 
I looked into the Death Knight. It's a different flavor. He's trying toake a whole new class. I'm making skills that work off each other or other skills in the tree.
Balkoth  [author] 30 Oct, 2017 @ 6:57pm 
As for the AP cost, I am wondering how people would feel about getting an extra AP when they Exploit a wound. I may be able to do that.