Divinity: Original Sin 2

Divinity: Original Sin 2

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Four Elemental Warriors - Modded Weapon Classes by Galgamos
   
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
2.784 MB
2 Jul, 2023 @ 1:41pm
20 Oct, 2024 @ 3:44am
10 Change Notes ( view )

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Four Elemental Warriors - Modded Weapon Classes by Galgamos

In 1 collection by Galgamos Snowpaw
Galgamos' Rivellon
11 items
Description
Have you ever wanted to play proper battlemages that wield weapons and the elements in tandem?

Welcome to the Four Elemental Warriors, and their elemental arsenal.
This mod adds 4 new classes based on the weapon abilities: "Single-Handed", "Two-Handed", "Dual Wielding" and "Ranged".

Each class comes with 15 new class skills, as well as 16 new crafted skills, for a total of 124.
Important Notice: 4 crafted skills per class, 16 in all, can only be accessed in conjunction with Viator - Custos - Dux - Modded Classes by Galgamos, and the compatibility patch that can be downloaded separately.

The Starting Classes

Single-Handed

Strong-Arm
The Strong-Arm utilises grenade-like canisters to shell his foes from afar, then rushes in to strike them down.

Coxswain
The Coxswain rushes into the tides of battle, empowering and healing allies, while slaying enemies with cruel precision.


Two-Handed

Kilnbreaker
Kilnbreakers are reckless and volatile attackers. They rush their foes in a brutal onslaught, cleaving them limb from limb, with little regard for their own safety.

Anodyne
Anodynes rage across the battlefield, and crush the opposition, but they can relinquish their fury to aid allies in need.


Dual Wielding

Wyrddancer
Wyrddancers face the enemy head-on, evading attacks with grace, while garnering glory on the battlefield.

Phantasm
Phantasms are elusive combatants who move through battle like a gentle breeze. Their foes barely notice, let alone hit them, but none remain untouched by their passage.


Ranged

Clifftrapper
Clifftrappers wield their bows in melee reach, continuously restoring their defences, as they riddle their foes with point blank shots.

Pursuant
Pursuants are tireless hunters that chase after, and ambush their prey at every opportunity.



The Weapon Classes

As always with my modded skills, the following descriptions and recommendations are not absolutes.
Each class' skills can be combined with existing ones for unique builds.
They are not truly dependent on one another. Instead, they merely offer some synergy, and a collective theme.
Feel free to mix and match, and create your own build.
Have fun!


Single-Handed

Strong-Arm skills are water-based, and typically scale with "Strength". This is a grenadier class, who uses "Satchel" skills to prepare sets of grenades, then flings them across the battlefield. They have access to some support skills, but their primary focus is offensive in nature. With limited mobility skills, the Strong-Arm and the Coxswain have to plan their assault, but when executed well, they can excel at any distance.

Primary Role: Grenadier Bruiser
Secondary Role: Heal and Buff Support


Two-Handed

Kilnbreaker skills are fire-based, and typically scale with strength. Some utilise the "Enraged" status to trigger additional effects on attack skills, or improve regenerative abilities. All offence, no defence, the Kilnbreaker and the Anodyne have to go in hard, and break the enemy, before they get broken in return.

Primary Role: Critical Damage Dealer
Secondary Role: Heal Support


Dual Wielding

Wyrddancer skills are air-based, and typically scale with strength, finesse and intelligence, all at once. Different attributes usually influence different parts of a skill. Some even offer additional strikes while dual wielding melee weapons. The new statuses: "Grace" and "Glory" can be improved if the user gains them again before they expire, allowing for exceptional dodge and elemental resistance stats. Both the Wyrddancer and the Phantasm are defensive classes that focus on reducing and evading damage, rather than simply surviving it.

Primary Role: Evasion Tank
Secondary Role: Damage Dealer


Ranged

Clifftrapper skills are earth- and poison-based, and typically require a ranged weapon. Despite this, they function especially well at close range, offering damage bonuses, or even additional attacks when used at point blank distances. Highly mobile, the Clifftrapper and the Pursuant stick to enemies, weather attacks, restore their defence, and strike back hard.

Primary Role: Short / Mid Distance Bruiser
Secondary Role: Area Denial

Crafted Skills

To access the crafted skills, combine one of the new weapon class skillbooks with one of the martial classes.
You can combine them with skillbooks from the following abilities:
Huntsman
Necromancer
Polymorph
Scoundrel
Summoning
Warfare

If you install Viator - Custos - Dux - Modded Classes by Galgamos, then activate it and the compatibility patch that comes with this mod, you can also combine them with skillbooks from the following classes:
Perseverance (Viator)
Retribution (Custos)

As with regular crafted skills, each of these combinations offers a recipe for regular skills, and one for source skills.


The Traders

Each act features its own skillbook trader. They do not travel with you as you progress through the game.

Act 1: Near the initial landing point, on the stairs.
Act 2: On the tower in the south-east of Driftwood.
Act 3: Near the entrance to Amadia's temple.
Act 4: At one of the entrances to the pilgrims' camp.

Do not provoke them, unless you are prepared to suffer the consequences.


The Weapons

These unique weapons support one or more of the general playstyles promoted in this mod. Feel free to use, or ignore them.
I will not list their locations here, but I will list how many are in each act. If you would like to know where they are, let me know.
Otherwise, happy hunting!

Act 1: 4 Weapons
Act 2: 2 Weapons
Act 3: 3 Weapons
Act 4: 9 Weapons


Notice about Character Creation

Despite these class abilties only requiring "Single-Handed", “Two-Handed”, "Dual Wielding" or "Ranged" to learn and use, they are saved under their respective element.
Should you remove the elemental abilities from the character creation presets, the pre-selected class skills will be removed as well.
So long as you have a point in "Single-Handed", “Two-Handed”, "Dual Wielding" or "Ranged", you can still select these modded skills and start with them, despite not having a point in the corresponding elemental ability, but this needs to be done manually, and it needs to be done last, after all other changes have been made. Any change to the character during character creation while not featuring a point in the corresponding elemental ability will unlearn the weapon ability skills again. Should you remove these investments, remember to select the skills again once your other choices are made.
This is a quirk of how the character creation process is coded.


Known Bugs

None! Please comment, if you find one, so I can go and fix things! :)


Addendum

This mod is kept as light as possible. It does not require any other dependencies to function, not even Norbyte's ScriptExtender, though I would still recommend using the extender for the overall improvements to stability and load times it offers.
However, in this state, it only contains 106 new skills. The remaining 16 can only be crafted when it is used in conjunction with Viator - Custos - Dux - Modded Classes by Galgamos, as well as with the compatibility patch that comes with this mod.

This mod utilizes many resources from within the vanilla game of D:OS2DE.
Should you install a mod that changes animations, visual effects (SFX), or statuses, this mod will likely be affected as well.


Thanks

Lots of thanks to the nice people on the Larian Discord, especially Laughing Leader, who patiently explained some of the minutiae of scripting to me.
13 Comments
𝗫͟𝗶𝘅̅𝗼𝗻 20 Oct, 2024 @ 4:16pm 
Does this work with Divinity Conflux?
2290892069 11 Aug, 2023 @ 11:32am 
These four class are distinctive and have strong operability, I have played three of them and prepare the fourth, thanks for you to present such a good quality mod, I will recommend it to everyone.
2290892069 11 Aug, 2023 @ 10:50am 
Haha,I waited for you message everyday. Phoenix Gambit has a great potential, I'm trying to build a self explosion character, but this skill is scale with intelligence rather than strength, which is the only one in this class, is this designed intentionally too?
Galgamos Snowpaw  [author] 11 Aug, 2023 @ 10:01am 
@2290892069
Okay, thank you for notifying me. I have now managed to replicate the issue. It occurs at high levels and with high investment. I am unsure of why this is, but I will work to solve the bug.
Again, thank you for telling me!
2290892069 5 Aug, 2023 @ 8:02am 
You mean which buff? I just cast the Phoenix Gambit and wait for dying before my next turn ends, do I need to perform another operation?
2290892069 5 Aug, 2023 @ 7:59am 
I tested for many times, the enemy's fire resistance is about 10%, I have checked it. The buff is applied succesfully also. You have checked that the damage is right? If so, then maybe this skill is conflict with other mods, but I do not install any overhual mod, that is strange.
Galgamos Snowpaw  [author] 5 Aug, 2023 @ 5:42am 
@2290892069
I can't find such discrepencies in my testing.
Did you apply the buffs before casting the skill?
Did you take enemy fire resistance into account?
2290892069 5 Aug, 2023 @ 2:28am 
The skill Phoenix Gambit deals much less damage than the description in skill panel (from my test, it actually deals 1300 damage, but the damage showed in its description is 5700). I guess this is because when a character deals damage after death, all bonus do not work on this damage, including bonus from attributes and school ability, is it right? Such a damage is designed intentionally or just a bug?
Galgamos Snowpaw  [author] 3 Aug, 2023 @ 10:10am 
@2290892069
Consuming a "Source Orb" from the inventory grants a Source point. Act 4 also has consumables that restore 2 points. The Gift Bag talent "Greedy Soul" is another possible solution, as it should have many chances to trigger during the setup process.
There are multiple ways to get to this skill, but none are easy. In return, the resulting grenade is extremely powerful, if usually impractical. :)
2290892069 3 Aug, 2023 @ 7:19am 
Thank you for your patient answer, it is a very thoughtful mod. I found the first answer by myself just now, Absolute Zero Canister is pretty cool! But I have a little problem with the second answer, I achieve 4 source point by Apotheosis and a skill from other mod, which can give 1 source point to anyone. How to do this without mods, is Source Vampirism the only way? I think such way is unstable since it needs a corpse or a partner with a few conditions.