Divinity: Original Sin 2

Divinity: Original Sin 2

Feenex's Duskblade Class [NSE Required]
80 Comments
Serraph 30 Sep, 2024 @ 4:37am 
Same here - Arcane imbuement is not working for me as well.
Jared of Rivia 19 Jun, 2024 @ 3:06pm 
Arcane imbuement is not working for me as well.
Darkronikle 11 Dec, 2023 @ 6:02pm 
For me, Arcane imbuement is not modifying my damage type to the on i choose. Is there some way to fix it?
Farandole 9 Oct, 2023 @ 5:47am 
Hello Feenex,

I contact you today, to ask for your permission to use some skill VFX from this mod into mine.

Your permission would be appreciated.
I do not intend to use your content for commercial use.
ChooseJake 8 Jul, 2023 @ 4:36pm 
Very cool but very buggy
MoonLight 2 Jul, 2023 @ 11:25pm 
for me Arcane Imbuement is not working with any weapon:lunar2019piginablanket:
herinha 4 May, 2023 @ 12:42am 
for me Arcane Imbuement is not working with any weapon
Almidaz 2 May, 2023 @ 5:37pm 
Arcane Imbuement is not working with the Manifest Weapon. Is there any way to fix this?
Malanthor 10 Jan, 2023 @ 1:27pm 
Ascendant strike does rather weak damage for 2 source points. Spectral weapon also does crap damage. Mystic bulwark and excellence is too low chance. 20% would work fine. Banishing strike should be resisted by physical not magical. Arcane imbuement should be a chance to do extra phycical damage or something and not try to mix magic and phyc damage which never works due to how the game works.
igor140 4 Mar, 2022 @ 8:42pm 
@cruzader: is that a big deal...? you can customize all of your starting stats, including the starting abilities. the duskblade abilities show up properly in the character creation... the only "disadvantage" is that your class will have a different title... but AFAIK, that class isn't even on the character sheet.

@Math3ory: did you click the little red "trade" button in the upper left hand corner? i missed it when i first booted up a modded vendor. now, if you get to the trade menu and there's no INVENTORY... that's a very different issue i can't help with : )

@sever: i don't know if that's possible. i know that helenae's Mirage class (which is awesome, btw) was supposed to do that... but she could never quite get it to work right. iirc, she scaled the damage more directtly off of INT, because it never scaled properly off of Summoning : / i assume it's the way the Summoning skill is coded, but i've never looked at it myself.
Cruz4d3r 19 Feb, 2022 @ 5:21pm 
When creating a new character theres no custom class for this one...
PeaceOfMind 21 Sep, 2021 @ 1:41am 
ascendant strike is rather buggy, not all clones attack, or at least they just despawn after a second they appear
MaTh3ory 8 Sep, 2021 @ 12:20pm 
I need help - for some reason I cannot buy any book off D'Valt and thus cannot learn any skill beyond the early ones I start with. I tried moving the mod up and down the load order and still had no luck. Can someone help please? The NPC only speaks to me but doesn't offer to sell anything.
Smokey 7 Jun, 2021 @ 6:07pm 
one of my favorite mods just wondering if you can implement 1h and 2h maces as a option to summon with the manifest weapon skill
Sever 2 Jun, 2021 @ 5:26pm 
Great class!! I was wondering if you would be willing to allow the Summoning skill bonus damage to summons to be applied to the weapons via Manifest Weapon. This way, as you increase your Summoning skill, your summoned weapon damage also increases.
ahatdosch 15 Feb, 2021 @ 2:59am 
My game crashes in GM when i use Ascendant Strike with a spear. I installed the NSE and your Core - Mod Library. No other mods are active. Is this only a problem in GM?
I didn´t find a solution in this section or in the bug report discussion.
RzR⁧⁧Telhalm 4 Jan, 2021 @ 2:52pm 
@R2D2 that's a 'Working Story Error'.
Means you're missing a dependency or certain mods are incompatible.
R2D2 4 Jan, 2021 @ 12:53pm 
I played a bit with this, very nice concept.
The bugs I encountered are that it deletes all mod books from my inventory (Odin, Feenix and Party Size) and that I start with 4 random companions in the lower deck.
ConRage 28 Dec, 2020 @ 12:31am 
I like the mod and ideas so far.
I have the same problem as Onexion though. After some cutscenes (like the battle after act1 on the lady vengance) the manifested clones stay.
This is also the case for the summons used in Ascendant Strike, which makes it pretty unfair as it basically duplicates me 2x each use.
The third bug i found is with Steel-Wind Strike: It takes up more AP for each target hit, when i use it with more than 2AP left.
Onexion 29 Oct, 2020 @ 7:49am 
Divinity Unleashed seems to make manifested clone stay, and after battle resume what the npc was doing. Also i have control of the clone not sure if that's intended.
WiseWizard 26 Oct, 2020 @ 11:15pm 
Perfect mod!!!
Seek 25 Oct, 2020 @ 6:05pm 
Negation simply doesn't work, I take damage and don't see any feedback for Arcana Focus.
RzR⁧⁧Telhalm 25 Oct, 2020 @ 2:07pm 
@Woe you might need to be more specific. "WHAT" isn't working?
Woe 25 Oct, 2020 @ 2:01pm 
not working
kirielthefallen 13 Oct, 2020 @ 8:58pm 
Mod is 11/10
You should have seen the look on the devourers face when i made a clone of him.
"Who are you?"
"I'm you but with summoning 15"

Should have also seen the look on my roommates face when i made another one a couple turns later
valdindor 11 Oct, 2020 @ 4:18pm 
ignore me im a dingus. Put the script extender int he wrong folder
valdindor 11 Oct, 2020 @ 3:52pm 
@Zilyanna what do you do if no menu comes up? I activate Manifest and it lights up a area and has a ring around my character. But no matter where i click nothing happens he just finishes casting and there is a little smoke and nothing happens
RzR⁧⁧Telhalm 25 Sep, 2020 @ 3:50pm 
Warfare =/= exclusive to melee.
Vanilla Necromancer uses Warfare to increase physical damage. XD
Atta 25 Sep, 2020 @ 3:38pm 
If this class isn't a melee class but uses warfare, then i see it being hard to depict what it's supposed to be.
Sever 17 Sep, 2020 @ 1:49pm 
Great mod! Small request/suggestion: Make Manifest Weapon free. I would just like to get a Jedi vibe, heh...summoning weapons after combat has begun (without it costing me AP)
Zily 16 Sep, 2020 @ 12:28pm 
@evios, you can cast manifest weapon and itll come up like a circle around your character. From there, click on any of the light up areas. Once you do so, a menu will pop up asking you for 1h/2h/spear and i forget the last one. you click what you want and it will cast. same goes for shield. keep in mind, you can cast 2h followed by the shield, but the shield will make you lose the 2h. As for the teleport skills, what i know of, only 1 should teleport you back to your original spot. the rest wouldnt. Hope this helps
Evios Vicern 14 Sep, 2020 @ 8:49am 
how does the manifest weapon work i can't seem to actually manifest anything also i cant seem to teleport back to my original location with any of the teleporting attack skills
Zily 7 Sep, 2020 @ 8:44am 
this is an awesome class. just one question for you @Feenex do you plan to make a custom armor set to go with this class? would be awesome to have a complete theme for duskblade :D
Spazz 30 Aug, 2020 @ 6:48pm 
The Magic Imbuement seems to add way too much damage, when we have it on, just hitting an enemy with a basic attack is around 3 times more powerful then using some skill
§ 13 Aug, 2020 @ 9:04pm 
What do the summoned swords scale with? I tried summoning 2 vs 10 on my lone wolf play through and there was no difference in damage.
Steel 12 Aug, 2020 @ 11:21pm 
I love this class. My only suggestion is that it could use a single different final tier skill - Ascendant Strike is fun, but it's odd the class ends with a purely offensive option when it's also been built as a way to make a warfare/summoning tank throughout the entire tree up til the end.

I'd love to see, say, a stance that triggers Negation once per fight to block a killing blow, or a 0-ap 3-source ability that activates Negation and triggers Arcane Focus three times.
Milk 7 Aug, 2020 @ 1:09am 
awesome mod! but the ability to summon a sword every combat turn and having them be invulnerable is making this game really easy mode @_@
FӨЯGӨƬƬΣП MIЯЯӨЯ 6 Aug, 2020 @ 10:30pm 
Feenex like always good work, i can't wait to see what you come out with next i always love what you make :wsma_drool:
Spazz 3 Aug, 2020 @ 10:41pm 
Randomly my summoned weapon disappears, not sure what could be causing it.
RzR⁧⁧Telhalm 30 Jul, 2020 @ 8:10pm 
@Virgiliocabrera Get his library mod.
Ray 30 Jul, 2020 @ 7:26pm 
I'm having an issue with Manifest Clone. If I reload a save mid-fight, the clone drops to level 1. Which is really frustrating because if I'm having to reload a fight it means its giving me problems, I don't need to be at more of a disadvantage.
MasterBlueWolf 30 Jul, 2020 @ 6:52pm 
icons of the skills appear with "?" as the image
Feenex  [author] 30 Jul, 2020 @ 5:22pm 
@HipsterGiraffe Hm, I'll mention it to kalavinka. I'd suggest adjusting the mod order and see if that help the issue.
HipsterGiraffe 30 Jul, 2020 @ 5:18pm 
ok after some testing i have gotten both negation and knights step to work correctly by disabling the divinity unleashed mod
Feenex  [author] 30 Jul, 2020 @ 5:14pm 
@HipsterGiraffe It negates the next instance of incoming damage. Make sure you have NSE and it's fully up to date.
HipsterGiraffe 30 Jul, 2020 @ 4:58pm 
how does the negation work? i can apply the buff but it doesnt seem to do anything. Does it only block specific things like spells? or does it just not work atm
Feenex  [author] 30 Jul, 2020 @ 2:14pm 
@SniperNic All my mods now require Feenex Core. You can find the link at the top of the mod description.
[TTV] ViperNic 30 Jul, 2020 @ 2:13pm 
Hi, @Feenex i think its a cool class but i have now a error, all the spell icons show only " ? " how could i fix it?
Feenex  [author] 29 Jul, 2020 @ 5:28pm 
Hey All,

All Feenex mods have now been updated and require Feenex Core - Mod Library (you can find the link at the top of the mod description). The purpose of this was to consolidate code and icons into a single place.
Arsene The Lupin 29 Jul, 2020 @ 2:54am 
Does weapons still scale if I use Divine War? Hard to tell since the mod changes weapon numbers + Stats