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Galgamos

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About this mod

This mod adds 4 new classes, one for each weapon ability (Single-Handed, Two-Handed, Dual Wielding, Ranged). It contains 124 new skills, though for 16 of them, "Viator - Custos - Dux - Modded Classes by Galgamos" is required. The compatibility patch comes with this file. It also contains 8 starting classes, 4 traders, and 18 unique weapons.

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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 comes with this mod.

There are 2 new starting classes for each weapon ability, for a total of 8.

Furthermore, the mod contains 18 new unique weapons that are spread across the campaign, with half of them appearing in act 4 as lvl 20 equipment.


Installation:

Simply extract the mod's main file from the .zip and put its .pak file into your "Mods" folder.
On Windows 10, this would be:
C:\Users\<YourUsernameHere>\Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Mods
Then launch your game, select "Mods" in the main menu, and activate the file.
It is important to note that you have to move the file into the folders of the "Definitive Edition". This mod will not work for the "Classic Edition" of the game.
To activate access to all 124 skills, install Viator - Custos - Dux - Modded Classes by Galgamos and activate it, then activate the compatibility patch file that comes with this mod inside the .zip, and load it under both mods in your mod list.


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.



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.