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ghnh

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About this mod

A custom longsword with passives themed around the Dark Urge origin.

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I really liked the idea of the Dark Urge having their own weapon, tailor fit to their skills that Zeysir's Death Soul mod introduced, but personally I prefer to play my Dark Urge as a socradin and that causes some issues. Not only does the subclass feel a bit too op for that multiclass, but also... paladin with a dagger? So I decided that this is the perfect opportunity to delve into modding myself and with the help of legend0fthefall's modding tutorial and Sample Equipment Mod by AnteMaxx this mod has been born.

(I feel like it's important to note I've used no actual code from Zeysir's mod, only the general idea. Everything has either been coded by me or copied from the game code/linked templates!)

Now that that's out of the way, here's what's inside. POSSIBLE SPOILERS WARNING (I tried to keep it vague, though)

The Deathweaver

Despite being utterly unremarkable in appearance, this finely crafted longsword brings on a strong sense of familiarity. Once you wrap your fingers around its hilt, the perfect fit transforms it into a natural extension of your being, as if it has always belonged in your grasp.

The weapon has 3 main passives

  • Sorcerer's Edge
    "Even half-forgotten, your combat experience allows you to use magic to empower your melee weapon attacks. Instead of the default Ability Modifier, you add your Spellcasting Ability Modifier to your Attack Rolls."
    Pretty much what it says on the tin, the weapon uses Charisma/Intelligence/Wisdom instead of Strength or Dexterity as most weapons do.
  • Made to Devour
    "You regain 1-4 hit points anytime you kill a creature."
    Should count non-weapon attacks as well so kills made by spells, throwables etc are all valid. I kept the dice roll small as to not feel too overpowered in encounters where there are a lot of low-health enemies to dispose of. This is mostly just a rp flavour buff because I feel like Durge should get something out of killing.
  • Instinctive Backlash
    "Fuelled by your lust for blood, when a creature misses you with a melee attack you can use your reaction to immediately retaliate."
    This one simply gives you access to riposte

It can be found in the Tutorial Chest (both summoned with mods and the one found on the nautiolid) or spawned in using UUID 1c1bcab0-4a39-4fe3-a431-8adf6e8bc993 (out of everything to forget to include in the description of an item mod... sorry guys)


Deathweaver also scales with your character level throughout the game so it should make a valid weapon to rely on through the entire playthrough. There are two versions - the release version and a rebalanced one. They share everything but the level progression so you can only use one of them. It should be fine to switch the mods mid-playthrough, but if you want to be 100% safe chuck the old version of the sword off a cliff or something, save and then load in with the new version of the mod and use a tutorial chest spawning mod to get it back.

Rebalanced version is strongly based on when comparable-strength weapons can be found throughout the game. I based it on the levels I'm usually at when entering certain stages of the game so it may not be quite universal, it's why I am keeping the old version around as well.

Release version level progression:

  • At level 3 the weapon deals additional 1d4 Necrotic Damage and gains +1 Enchantment
  • At Level 6 the 1d4 damage becomes 1d6 Necrotic damage
  • At level 8 it gains +2 Enchantment

Rebalanced level progression:
  • At level 3 the weapon gains a +1 Enchantment
  • At level 6 it deals an additional 1d4 Necrotic Damage
  • At level 8 it gains +2 Enchantment
  • At level 12 the 1d4 damage becomes 1d6 Necrotic Damage. (It's been suggested to get rid of this one, but considering Deathweaver lacks spells/passives comparable in strength to the stuff you can get in act 3, I think some extra damage is a nice bonus)
  • Per request that popped up several times, this version also gets Part the Flesh weapon action. It works exactly as the one you get from Fleshrender.

Why necrotic damage? Well I just don't think Durge should get any advantages against things that are not alive. For obvious reasons.

And that's it for now.

I've briefly considered nerfing the weapon a bit using a chance to inflict madness (mechanics similar to the Shattered Flail), but as an exclusive honour mode player... naw. And there's a mod (Better Dark Urge) that adds that feature already if anyone wants to torture themselves.

Even though the mod was mainly made for my own Durge and I'm sharing it with a "might as well" attitude, I enjoy tinkering with code a LOT so if you have any balancing/feature suggestions I'm more than open for them ^^