Divinity: Original Sin 2

File information

Last updated

Original upload

Created by

Terberos

Uploaded by

Dijonisos

Virus scan

Safe to use

About this mod

Adds the Deathknight as the first "Advanced Class" to the Game. Includes 10 new Skills with a complex Skilltree.

Permissions and credits
Donations



I greet you all.



This mod adds the Deathknight as the first "Advanced Class" to the game and contains a completely new and very complex Skill tree with 10 new abilities. The mod should be compatible with all other mods.

My goal with this mod is to create a DLC, which fits very well into the existing game and the gameplay should be as smooth as the game itself. The mod should be designed to feel likepart of the game. This is why the part of the balance is also very important to me.

So I would like to present you the Modseries „Skills Unlimited“. This mod series implements so-called "Advanced Classes" into the game, which are each settled in a combination of 3 skill trees. This gives you the opportunity to develop your character more intensely the way you like by using a combination of three skill trees.



The Combination
The first mod of the series „SkillsUnlimited“ is the Deathknight. The Deathknight combines the skilltrees Hydrosoph, Necromancy and Warfare. The following points explain the reason for this combination:
- Each point in Hydrosoph increases the overall healing.
- Each point in Necromancy heals forcausing damage. (Hydrosoph also increases this healing.)
- Any point in Warfare increases the general physical damage output. (Also the healing by Necromancy, which is already increased additionally by Hydrosoph.)
- Necromancy skills cause physical damage, which are enhanced by Warfare.
- Healing skills (increased by Hydrosoph) cause physical damage to enemies in the decayed state. (Points in Hydrosoph will also indirectly increase damage by harm-causing healing.)

As you can see, this results in a very harmonious triangle, which I used for the Deathknight.



The Basics
The basic concept results out of the above listed points, which are reflected in all abilities.

Necromancy → Unholy
The Unholy skill section allows the Deathknight to master the deathmagic and direct the battle in his favour. He can set opponents to decay, which grants him additional options. The unholy tree also serves to benefit from the environment, to rise servants and bring positive state changes to himself as well as negative state changes on the opponent. Through Unholy, the Deathknight gets various options, giving him the necessary flexibility to adapt to each opponent and to each battlefield.

Warfare → Blood
With the Blood skill section the deathknight gets a new state change effect called “suffering” which allows him to destroy his opponents more effective. The Deathknight can acquire special abilities to last longer in the battle and cause a lot of damage through which he can heal in addition. With the Bloodtree the Deathknight can steal life from enemies, while he destroys them.

Hydrosoph → Frost
The skill section Frost opens the possibility to use the ice colds of death to obliterate your enemies with magic damage while you still focuse on physical abilities. This gives the Deathknight the versatility he needs to eradicate your enemies, even in battles against the most heavy armoured enemy. This ensures that the Deathknight never becomes useless in the fight and can always make its contribution.

How you play the Deathknight, which tree you concentrate on, or whether you want to emerge as the most powerful Deathknight, mastering all your abilities, is of course up to you.



Something Special
It was very important to me to give the Deathknight special qualities to ensure that the skills feel different from the other existing skill trees. For this reason, the Deathknight also has a special ability, which runs through the entire Skill tree:

GRAVE HARVEST
Grave Harvest is a very powerful but also very dependent ability. Grave Harvest empowers your other abilities by the number of corpses which must be in the immediate vicinity of the Deathknight. This is to ensure that the Deathknight gets his own style. The Deathknight is a very immobile class, which can rely on flexible and powerful abilities, but becomes stronger in the course of the fight, for every opponent that he can extinguish.

SUFFERING:
Suffering is a special kind of bleeding, which can be stacked. The Blood Tree can maximize the damage of the Deathknight by stacking suffering on his enemies.

ELEMENTARY AFFINITY:
Because the abilities of the Deathknight are based on Necromancy, the Deathknight gains an AP bonus by Elementary Affinity while fighting on blood surfaces. This fits in the game and allows even more tactical depth. This shows that a real Deathknight bathes in the blood of his enemies and shranks from nothing - on the contrary, he draws even more power from the essence of blood.

LIVING ARMOUR:
With the Living Armor talent, you gain a share of all healing (including healing by necromancy) as a regeneration of magic armor.
Keep in mind that points in Necromancer heal you by causing damage, hydrosoph increases this healing and increases the magical armor regeneration by each point in Hydrosoph. Double Combination.



The Skilltree
In the Picture you can see the Skilltree and the skills with their dependencies.

As you can see, each skill has some basic prerequisites: The Unholy area requires more points in Necromancy, but also points in Hydrosoph and Warfare, but also gives you the appropriate abilities. The same applies to the other sections blood and frost. So you can focus your Deathknight on the adventure itself, which constantly puts you before decisions, whether you want to master the power of frost, blood or unholy. If you are mastering the path of the Deathknight by using all areas, you, the Archon of Deathknights, will have the ultimate ability to unite all the trees in one ability.

It is also ensured that no matter in which trees you place your points, they support your character as a whole. So you become stronger by each spent point, because of the relations of the different trees. So no point will be wasted if you (more or less necessarily) use it for the other trees.

The tree has been designed so that the deeper you are, the more exclusive the skills become. It is easy to learn the skills in the upper areas for other class combinations, however, it is harder to make the skills available in the lower areas accessible to other classes.

This should provide balance: if you follow the path of the Deathknight, you will be rewarded with powerful abilities, depending on how much you follow this path. If you turn away, it becomes harder to learn the stronger abilities.


    
  
EndDialog
In conclusion, I can only say that I have approached with a lot of enthusiasm to this mod and worked with a lot of diligence until the concept and finally this mod was finished. It was a lot of fun and I hope you will have at least as much fun with this new Deathknight class! I am very much looking forward to yourfeedback and will consider it in any case and include it in the next weeks for the development of the Deathknight. There is still a long way to go until everything is balanced and maybe you have a suggestion to make the class even more unique, or which points or skills are still missing. I will definitely stay on the topic and would like to bring this mod to perfection with your help.
Credits of the Icons goes to Lorc from game-icons, and they where edited by myself!

Future plans: Additional new classes like Necromancer, Beastmaster, Bloodmage, Assassin, Shaman, etc. or overall game changes.
The Skillbooks can be purchased from necromancer teachers. I will implement a craft opportunity as soon as possible, and will later place books in the world that can be found.


Thanks for your interest in this mod and reading this bunch of information. :D


Keep in mind, go and harvest the graves!