Divinity: Original Sin 2

Divinity: Original Sin 2

Void-Touched Conjurer
E X T R A T H I C C  [developer] 24 Jun, 2018 @ 1:12am
Suggestions or Proposals
If you have any suggestions for the mod please comment here.

I am looking for art to use for icons to differentiate them from the stock abilities. If you are someone who could help me out with that please PM me instead of commenting below.
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Showing 1-5 of 5 comments
Shade 6 Jul, 2018 @ 11:35pm 
Well, the biggest problem im having right now going Void Conjurer + Mirage Class mod is that the damage from both mods is... lackluster (damaing spells in this game always have been). Would it be possible to get a spell to sacrifice a summon to get a significant spike in damage for a few rounds? Or perhaps a "Void Evoker" mode that lowers your max summon limit to 0, but boosts your personal damage with source/void/chaos spells?

Also, I like maladiction, but, I wish it acted more like the old one from the first game - just an aoe resist curse with like, 2-3 round cooldown, that couldnt be resisted. I shouldnt have to burn that much ap/combo just to lower enemy resistances to actually hurt them to actually strip them of resists/armor to actually -do anything- to them, you know?

Lastly: cooldowns/ap abilities. Id kill for some management skill/ability. Like, a mini executioner. Every time you or one of your pets kill an enemy, you got a % chance based on, say, summon skill to gain 1 AP (5% per point? -shrug). Or, if one of your summons dies, the cooldown for that summons skill immediately resists.
E X T R A T H I C C  [developer] 8 Jul, 2018 @ 6:06pm 
Originally posted by Shade:
Well, the biggest problem im having right now going Void Conjurer + Mirage Class mod is that the damage from both mods is... lackluster (damaing spells in this game always have been). Would it be possible to get a spell to sacrifice a summon to get a significant spike in damage for a few rounds? Or perhaps a "Void Evoker" mode that lowers your max summon limit to 0, but boosts your personal damage with source/void/chaos spells?

Also, I like maladiction, but, I wish it acted more like the old one from the first game - just an aoe resist curse with like, 2-3 round cooldown, that couldnt be resisted. I shouldnt have to burn that much ap/combo just to lower enemy resistances to actually hurt them to actually strip them of resists/armor to actually -do anything- to them, you know?

Lastly: cooldowns/ap abilities. Id kill for some management skill/ability. Like, a mini executioner. Every time you or one of your pets kill an enemy, you got a % chance based on, say, summon skill to gain 1 AP (5% per point? -shrug). Or, if one of your summons dies, the cooldown for that summons skill immediately resists.





First I'd like to say thank you very much for the time you took to write this.


A "Void Evoker" ability was in the works before my GPU killed itself and the "sacrifice pet for empower" type ability you've suggested is a fantastic idea. I will for sure impliment something like this.

I will look into the adjustment of malediction on the subject of AoE capability and the "Corruption" or "Tainted" status cannot be resisted but do overwrite eachother. I am looking into changing it from overwitten → stacking but if that is the case I will reduce the potency of each.


and lastly on the subject of Talents I don't actually know how to create new ones and this might take some time to learn and implement in a way that I dont break anything.




dotori242 16 Aug, 2018 @ 6:25pm 
First, I want to say I love the concept and visual, absolutely breathtaking. I'm only suggesting the following because I love the mechanic and lore of this mod.

I couldn't help but feel that this class is all reward and no risk whatsoever. The concept is a summoner who uses void skill and take controls of voidlings that follows after. When I send out summon 10 incarnate for example, I know that it'll do absolutely ♥♥♥♥♥♥♥ and die if I don't supply it with infusions/defensive buff. Totems are glass cannon and other elemental summons come with resource limiters. As it stands I can just sit on the other side of map and keep chucking out kamikaze summons back to back who are arguably better than any summons in vanilla.

So my suggestions (or random brainstorm) are as following. Since mental control of voidlings can't be tax free, have a mental exhaustion where the death of voidling would do piercing damage to you. This would make one think twice before filling the map with voidlings in the middle of fray in order to supply endless meatbags.

I also thought tagging the summoner with one stack of void taint per voidling death which could stack up to 3 times. This would mean that you'd seriously want to consider if the risk is worth the reward for the bombing you are about to do with voidling.

Lastly, it could be an mechanic where the mind control (possession) of voidling wears off after three turn, turning them permanently mad unless they are tagged with a mind control skill. This would mean that summoner definitely would want to make use of self destruction spell before timer runs out instead of using two attacks with 4 ap until they simply expire.

I've no idea how coding works in a game so got no clue if above suggestions are even possible with game coding available. Still, this is one cool mod and I wanted to make lore/balance friendly suggestion to possibly make it even more interesting. Thanks for reading!
E X T R A T H I C C  [developer] 23 Aug, 2018 @ 8:30pm 
Originally posted by dotori242:
First, I want to say I love the concept and visual, absolutely breathtaking. I'm only suggesting the following because I love the mechanic and lore of this mod.

I couldn't help but feel that this class is all reward and no risk whatsoever. The concept is a summoner who uses void skill and take controls of voidlings that follows after. When I send out summon 10 incarnate for example, I know that it'll do absolutely ♥♥♥♥♥♥♥ and die if I don't supply it with infusions/defensive buff. Totems are glass cannon and other elemental summons come with resource limiters. As it stands I can just sit on the other side of map and keep chucking out kamikaze summons back to back who are arguably better than any summons in vanilla.

So my suggestions (or random brainstorm) are as following. Since mental control of voidlings can't be tax free, have a mental exhaustion where the death of voidling would do piercing damage to you. This would make one think twice before filling the map with voidlings in the middle of fray in order to supply endless meatbags.

I also thought tagging the summoner with one stack of void taint per voidling death which could stack up to 3 times. This would mean that you'd seriously want to consider if the risk is worth the reward for the bombing you are about to do with voidling.

Lastly, it could be an mechanic where the mind control (possession) of voidling wears off after three turn, turning them permanently mad unless they are tagged with a mind control skill. This would mean that summoner definitely would want to make use of self destruction spell before timer runs out instead of using two attacks with 4 ap until they simply expire.

I've no idea how coding works in a game so got no clue if above suggestions are even possible with game coding available. Still, this is one cool mod and I wanted to make lore/balance friendly suggestion to possibly make it even more interesting. Thanks for reading!


First. I'd like to say thank you for the time it took for you to post this :).

honestly? I didn't think about a taxing system because this was a one person project and i got no input up until the point where it went public. It would have been nice to have testers and input but I couldn't get anyone for a no-name modder like myself and in my short-sightedness I did not make a poll or something.

For some of these things I'd like to explain my thought process about how they came to be.
The summons themselves are so powerful because of the heavy stat investment, at least in version 1.0, you need to summon them in the first place & by choosing to utilize the void you cast away the ability to specialize in any other school completely.
Now on lone wolf play-throughs this is less true but in a non-lone wolf playthrough outside of the skills you get from fufilling secondary requirements, & the heavy stat dump into memory if you want to use more than a 1/2/3 summons at a time, you are rail-roaded into summoning only.

I can look into a mechanic regarding the possession and try to make it less reward and more risk but the main issue here is MY lack of coding skill. This is my first modding project for any game and I've had to make frequent patches because of the near constant rate Ive been learning new things.

That madness idea though haha. I noticed the MAIN WAY I died during the initial testing is the charming of my pet. They would ruin me every single time that happened lol. I really like that madness idea feeds into the feeling that the voidlings you summon are stronger than you are.
Last edited by E X T R A T H I C C; 23 Aug, 2018 @ 9:13pm
ManuZ 11 May, 2019 @ 2:16pm 
Hey I know this is late af for all the updates etc. but i would REALLY, REALLY like to see new content added for this mod since it is the most cool concept i´ve ever seen from all the dos mods. Some new summons would be cool like simply Void-Taited stuff like a Void-Tainted deer. Also a Void-Dragon and ofc the almighty Kraken. Now i´ve personally no idea if you can even dream of getting something like this to work but im still gonna ask. Also don´t know if it´s hard but I think you should add some God King voice lines to the summon if you are Sworn and fighting against (Example) Lucian, kinda adding some realism into the fight.
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