Divinity: Original Sin 2 - Definitive Edition

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About this mod

This mod adds new classes centred around "Perseverance", "Retribution" and "Leadership", with full sets of class skills, and crafted skills. It also offers 6 new starter classes: The "Viator", the "Bos", the "Custos", the "Ericius", the "Dux" and the "Lutra".

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Welcome on your path to impossible chaos.

Did you ever want to play a truly reckless character in this game; someone who will not hold back and who wields awesome power in both melee and magic, while they endanger themselves and sometimes even their allies?
Let me tell you about the "Viator" and the "Bos".

Or do you wish to become an immovable object amidst the fray of combat, halting the enemy advance, and have them break upon you?
Then the “Custos” or the “Ericius” may be just what you seek.

Maybe you would rather strive to be like the Divine, unite allies under your command, and lead them to victory? If you are not above commiting a few war crimes while keeping up appearances, the "Dux" and the "Lutra" might just make your wish come true.



Mechanical Overview:

“Viator” skills:
These are centred around benefitting from the "Perseverance" ability. They offer you powerful attacks, destructive spells, and strong support abilities.
However, this power comes at a cost: Many of these abilities shred your own armour or magic armour, with some later ones even threatening to stun or otherwise hinder you, should you attempt them unprotected.

Custos” skills:
These are centred around the “Retribution” ability, and many have their range determined by your melee weapon, while their power comes from your finesse. They allow you to restore your defenses, halt the enemy offense, and become the center of combat.

"Dux" skills:
These focus on controlling the battlefield while appearing heroic. They bolster your Leadership, aid allies, or break foes' magic armour. However, some of the more gruesome skills threaten your public image and cause you to incur "Infamy", temporarily lowering your "Leadership". Should you act with reckless abandon, your ability to lead might suffer, potentially causing you to temporarily lose access to your "Dux" skills in the middle of combat.



Other Contents:

The mod also adds 6 new starter classes for character creation, and one skillbook trader for each act.
Beware: There is no skill trader on the Lady Vengeance. Each act features its own NPC.
Not only do they sell the different class skillbooks, they also offer you random iterations of that most rare weapon type: The spear.
If you wish to increase the natural drop chance of spears instead of purchasing them from the vendors, I recommend installing Spear Drop Chance Up.

Finally, there are a few new unique weapons and gear items, hidden throughout the game. This mods adds 6 spears, 1 staff, 1 wand, and a new type of grenade, only 7 of which can be found in the entire campaign. These new grenades leave a rather small blessed smoke surface in their impact zone, so use them wisely.

As with vanilla archetypes like "Warfare" or "Scoundrel", the “Viator” and the “Custos” offer 15 class skills, and 8 elemental skills each.
The elemental skillbooks can be acquired via crafting.
In regards to crafted skill, the "Dux" functions as an elemental skill type, meaning its crafted skills come from combining "Leadership" with the likes of "Warfare", "Summoning", "Necromancy", "Perseverance", or similar skillbooks.



Important Notice regarding Updates:

When updating from 1.000.02 or earlier versions, unmemorize "Dimensional Overload" first to prevent potential issues with memory slots. If you do not have "Dimensional Overload" memorized on any of your characters, disregard this notice.

When updating from 1.004.01 or earlier versions, make sure that none of your characters are currently talking to the Driftwood skillbook vendor. This NPC had to be replaced. To prevent issues, create a savegame where none of your characters are talking to the NPC before updating to a newer version. If you do not have a character currently talking to this vendor, disregard this notice.

When updating from 3.00.07.01 or earlier versions, make sure that none of your characters currently have the "Leader's Prerogative" buff.


Installation:

Simply extract the mod 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.



The Skills:

Just like "Warfare" or "Scoundrel" skills, the classes added by this mod each offer 15 class skills. The "Viator" and the "Custos" offer 8 elemental skills, while the "Dux" offers 16 martial skills. These are obtained by combining the respective skillbooks with elemental or martial ones respectively.
As per usual, each class features 4 starter skills, 3 novice skills, 3 adept skills, 1 source adept skill, 2 master skills and 2 source master skills.
For crafted skills, there are one skill and one source skill each for combining "Viator" or "Custos" skillbooks with those of "Aerothurge", "Geomancy", "Pyrokinetic"
and "Hydrosophist. Crafted "Dux" skills come from combining this class' skillbooks with those of martial classes, such as Warfare, Retribution, or Summoning.
Crafting recipes function as they do for other such crafted skills.



“The Viator”


Starter (lvl1+):

-Hold Firm-
Radiate an aura that increases your and your allies' "Perseverance", and recovers 4% of Armour and Magic Armour at the start of each turn.

-Shade Strike-
Use your melee weapon to attack an enemy at range. Lose Armour equal to 11% of your maximum. The skill may target enemy or ally, but its tiny AoE leaves allies unscathed.

-Delaying Flail-
Use your melee weapon to attack all in a cone. This attack strikes allies and enemies alike, removes "Haste", and attempts to slow all struck targets.
Remove non-cursed surfaces and clouds in the area.

-Conjoin-
Lose 78% of your current Magic Armour, move yourself to a non-enraged ally in range, and grant them and yourself improvements to strength, intelligence, finesse, and initiative.
Your target is also cleansed of Blind, Charm, Fear, and Sleep.


Novice (lvl4+):

-Shell Cracker-
Deal piercing damage with your melee weapon for a low AP cost and remove your target's "Armour of Frost" buff.
One use per combat.

-Dimensional Triplet-
Fire 3 projectiles at your target. Each shot drains 8% of your maximum Magic Armour, deals random elemental damage to your target, and creates a decently sized elemental surface below their feet.
The surfaces may interact with, or replace one another.

-Dimensional Overload-
Increase your movement range until the end of your next turn.
On the end of your next turn, explode, dealing significant random elemental damage to yourself and all around you.
Electrify, douse, ignite, or melt susceptible surfaces on detonation.
If you have no magic armour and stand in water or blood, do not electrify surfaces, but shock yourself instead.


Adept (lvl9+):

-Dimensional Impact-
Inflict random elemental damage to all in the target area, and lower the base movement range of all targets struck.
Lose 30% of your maximum Armour.
If you have no armour when you begin casting, you get knocked down.

-Dimensional Instability-
Inflict random elemental damage to all enemies in a large radius around you, unimpaired by walls or cover.
Melt, ignite, or electrify susceptible surfaces.
This ability can be used while silenced and removes "Silenced" from yourself.
Lose 30% of your maximum Magic Armour.
If you have no magic armour when you begin casting, set yourself burning, shocked, and slowed. If you have no armour when you begin casting, set yourself decaying.

-Journey through the Hall-
Teleport a corpse or a living undead.
Deal piercing damage to all undead at the point of impact, and shroud the area in a small smoke cloud.
If the caster is undead, they may teleport themselves, but also suffer the damage.


Adept; Source (lvl9+)

-Terror Charger-
Rush forwards in a straight line. The rush only covers a short distance, but affects all non-allies in a radius around you as you travel.
Deal weapon damage, and inflict "Fear".
Place a defensive status on yourself. The next 2 enemies that approach you will get struck for miniscule damage of a random element, and will be feared.


Master; Source (lvl 13+)

-Source Geyser-
Remove a multitude of debuffs from your target and bless them, cleansing almost all regular negative status effects.
Many class skill effects like "Marked", as well as "Knocked Down", "Stunned", "Petrified", "Frozen", "Sleeping", "Drunk", and some other intensely debilitating statuses are exempt from this.
Leave a source puddle below your target's feet.


Master (lvl16+)

-Dimensional Blows-
Use your weapon to strike your target up to 5 times for minute damage of a random element. Each attack costs you Armour equal to 8% of your maximum, meaning it may drain as much as 40%, depending on how many of them hit.
Should your target die inbetween attacks, consecutive strikes will not cost you armour.
Should you have no armour before a strike, you will get knocked down, thus missing out on the other attacks.

-Lashing Defense-
Grant yourself some resistance to physical, piercing, and elemental damage for 2 turns.
The first enemy to approach you will get struck for significant random elemental damage, and have their own damage output reduced by 30% for a turn. However, lashing out also consumes your defensive buff.


Master; Source (lvl16+):

-Mind over Chaos-
Shed all armour and magic armour to grant yourself a major boost to your own Perseverance, and gain access to multiple unique Viator skills.
Two of these unique skill variants cause you to shed your armour and magic armour again, should you have regained any since entering this state.
"Impossible Flail" is similar to "Delaying Flail". It only strikes enemies, features improved damage, and a longer range, while removing cursed surfaces, non-cursed surfaces, and even others like deathfog.
"Impossible Impacts" strikes a target area multiple times with random elemental damage in a random pattern. Each projectile explodes in its own radius.
"Alter Superposition" allows you to teleport yourself to the target area, creating a large cloud of blessed smoke at the target location.
"Resolve Superposition" attempts to freeze, petrify, and stun you, while knocking you down. You exit the state that granted you these unique skills, but you gain an aura that grants you the same improvement to Perseverance, while sharing it with allies in a massive radius for multiple turns.
One use per combat.


Crafted Elemental Skills:

-Condensed Pellet-
This Hydrosophist skill fires a water pellet at a target, or the ground.
After striking either, it bounces once, striking the ground again shortly behind the first impact.
Each hit deals water damage in a small area, applies "Suffocating", and creates a water surface.
The explosions usually overlap, allowing for double damage to some targets.
The bounce distance varies slightly based on the impact angle and the surrounding terrain.

-Defog-
This Aerothurge skill causes you to briefly float. It also absorbs non-cursed clouds around you to recover magic armour.
Absorbing blessed clouds recovers twice as much magic armour.

-Speed Shift-
This Geomancy skill creates a large oil surface around, but not under you, and grants you "Haste" for multiple turns.

-Heat of Combat-
This Pyrokinetic skill places an area on the battlefield that lowers the fire resistance of all those inside. On its initial cast, it also sets all within the target area "Burning", and melts or ignites susceptible surfaces.


Crafted Elemental Skills; Source:

-Another Realm's Quagmire-
This Hydrosophist source skill shoots a stream of putrid water that damages all in its path, applies "Decaying" and "Wet", douses or melts susceptible surfaces, and leaves cursed water along its firing line.

-Another Realm's Breeze-
This Aerothurge source skill causes any in a large radius who stand in a cloud surface of any kind to float for multiple turns. This may affect all, not just allies.
Lose some magic armour. If you have no magic armour when you begin casting, you get stunned.

-Another Realm's Soil-
This Geomancy source skill lets you throw a blessed lump of soil at allies. On impact, it recovers some of their armour, leaves blessed oil on the ground, and bounces, allowing it to strike up to 2 more allies, potentially including yourself.
Cleanses "Acid", "Knocked Down", "Frozen", "Stunned", "Sleeping", and "Petrified".

-Another Realm's Sun-
This Pyrokinetic source skill costs immense amounts of power, requiring 6 AP and 3 Source points. It lobs indiscriminate plasma at a large area, and sets the very air alight, while causing fire damage worthy of its name.
However, you also lose all of your Armour and Magic Armour, and are left with a fire surface under your feet. Should you not have Armour when you begin casting, you get knocked down and/or stunned as well.
One use per combat.



“The Custos


Starter (lvl1+):

-Restore Shell-
Restore a small amount of your armour and magic armour. The base number is small, but gets multiplied by your ranks in Retribution.

-Vengeful Guard-
Gain a protective layer of Armour and Magic Armour, improve them further by 10%, and improve your Retribution and Physical Resistance for a few turns, but your damage output is reduced for the same duration.

-Denting Blow-
Inflict damage to the armour of a target in melee range based on your finesse. Slow their movement for 1 turn. If they have no armour left, they also take more physical damage for 2 turns.

-Dust Stomp-
Douse a circular area around yourself, free yourself of Burning, and inflict minor damage to nearby enemies. The range is based on your melee reach, and the damage scales with your finesse.


Novice (lvl4+):

-Rocky Greeting-
Grab a few rocks. Fling one at any enemy who approaches you from afar, inflicting minor physical damage based on your finesse.

-Vaulting Leap-
Leap over a nearby character, landing a few meters behind them.

-Turnwise Feint-
Swing your weapon in a circle around you. This inflicts no damage, but always hits, and its range is based your melee reach. This also enables to you use “Widdershins Swing” during this turn and the next, which is a finesse based attack on a single target in melee reach.


Adept (lvl9+):

-Field Splitter-
Inflict low finesse based physical damage to a target in melee reach.
Clear any and all surfaces and clouds in a ring around, but not under your target.

-Elemental Grounding-
Restore some armour and magic armour.
Cleanse yourself of Slowed, Burning, Shocked, Wet, and, should you not be undead, Poisoned.
For each removed status, you gain some resistance to the corresponding elemental damage, and restore the same amount of armour and magic armour again.

-Lightning Speed-
Rush forward in a straight line, inflicting finesse based physical damage to all in your path. On the end of their next turn, all struck targets explode, inflicting similar damage to themselves and other nearby enemies.


Adept; Source (lvl9+)

-Distressing Presence-
Until the end of your next turn, you impair the movement range of nearby enemies.
Gain a powerful layer of Armour and Magic Armour for the same duration.


Master; Source (lvl 13+)

-Sacrificial Protection-
Gain protective armour and magic armour shielding, and improve the physical and elemental resistances of nearby allies until the end of their next turn.
However, you also sacrifice some of your own resistances until the end of your next turn.
You cannot have both statuses granted by this skill at the same time.


Master (lvl 16+)

-Full Retaliation-
Greatly improve your Retribution until the end of your next turn.

-Shattering Impact-
Using your weapon, strike a large area in weapon range. Damage foes and lower their base movement range. Should you be in the impact zone, you will also damage yourself.


Master; Source (lvl16+):

-Icon of Vengeance-
For 2 turns, the next enemy to approach you takes significant physical damage based on your finesse. For the  turn the skill was cast and the next, you also receive major improvements to your critical chance, and minor improvements to your finesse and melee weapon abilities.


Crafted Elemental Skills:

-Water Blade-
Inflict finesse based water damage to a target in weapon range, and place a tiny steam cloud on your own position.

-Pressure Blow-
Inflict finesse based air damage to a target in weapon range, and place a tiny electrified steam cloud on their position.

-Toxic Swipe-
Inflict finesse based poison damage to a target in weapon range, and place a tiny poison cloud on their position.

-Heated Cut-
Inflict finesse based fire damage to a target in weapon range, and place a tiny fire cloud on their position.


Crafted Elemental Skills; Source:

-Divine Frost-
Place tiny ice surfaces under all enemies in melee reach, while creating tiny blessed ice surfaces under yourself and allies in melee reach, applying Armour of Frost. Beware to not have the surfaces overlap, else the boon may spread to enemies.

-Sanctified Energies-
Place tiny blessed electrified steam clouds on all allies in melee reach, applying Haste.

-Hallowed Sludge-
Place poison or blessed poison surfaces under yourself, allies, and enemies in weapon range, healing allies, and endagering enemies. Beware to not have the surfaces overlap, else you might endanger your allies, or heal your enemies.

-Sacred Warmth-
Restore the vitality of all non-enemies in melee reach, living or undead, then place tiny blessed fire surfaces under living allies.



"The Dux"

As a quick preface, the two primary statuses of this class will be explained:

-Leader's Prerogative-
This status increases Leadership by 2 and Initiative by 4. It also either prevents some "Dux" skills from applying "Infamy" to you, or, in the case of more dubious actions, it is consumed to block an instance of "Infamy".
"Leader's Prerogative" cannot be stacked.

-Infamy-
This status lowers your Leadership by -2.
"Infamy" can be stacked, meaning that you will need to manage it carefully, else you might accrue too many instances of it and become unable to use your "Dux" skills in the middle of combat.

While the colouration of skill icons can be used as a rough indicator on whether a skill causes Infamy or not, the skill's description will always state if it does and under what conditions.


Starter (lvl1+):

-Grand Presence-
Grant yourself Leader's Prerogative. While simple, this effect is useful and the cooldown is short.

-Captain's Respite-
You and nearby allies, both living and undead, recover a small amount of vitality, armour and magic armour on cast, as well as over a few turns.
Gain Leader's Prerogative.

-Harsh Orders-
Your target, living or undead, gains a brief but powerful bonus to its Initiative and recovers a small amount of vitality, armour and magic armour.
If you do not have Leader's Prerogative, gain Infamy.

-Ignoble Assault-
Use your weapon to strike your target and inflict magic armour damage.
If you have Leader's Prerogative, lose it. If not, gain Infamy.
This skill can be used once per turn, but using it too often may lead to accruing more Infamy than you can bear.
Its range is massively increased if used from high ground with melee weapons.


Novice (lvl4+):

-Bring them Down-
While it can only be used agains flanked targets, this skill lowers the initiative and damage potential, as well as the physical and elemental resistances of your target for 2 turns.

-Heroic Intervention-
Cleanse your target of Bleeding, Burning, Sleeping, Shocked and Decaying. If they are an ally and living, cleanse Poisoned. If they are an undead ally, cleanse Regeneration instead.
Gain Leader's Prerogative.

-Forced March-
Cleanse all allies in the target area of Slowed and Crippled. They become immune to these statuses for 2 turns.
If you do not have Leader's Prerogative, gain Infamy.


Adept (lvl9+):

-Field Promotion-
Targetting an ally other than yourself grants them an additional action point on their next turn,
Gain Leader's Prerogative either way.

-Leading Attack-
Jump through up to 3 enemies, inflicting magic armour damage with your weapon. Recover some magic armour for each foe struck.

-Denounciation-
Target a flanked character to leave them Stunned and Silenced.
If you have Leader's Prerogative, lose it. If not, gain Infamy.


Adept; Source (lvl9+):

-Aspect of Heroism-
Cleanse yourself of Infamy and gain Leader's Prerogative.
Gain Leader's Prerogative again at the end of your turn in 2 turns.


Master; Source (lvl 13+):

-Deicidal Appropriation-
Inflict magic armour damage to your target and attempt to drain a source point, potentially refunding the skill's source cost.
This can only be used in combat, and only on targets that can give source points. It can't target Shriekers or spirits.
If you have Leader's Prerogative, lose it. If not, gain Infamy.


Master (lvl16+):

-Martyrdom-
Severely lower your own Constitution and create a blood surface below your feet. In exchange, other allies in range receive +25% armour and magic armour based on their respective maximum.
Gain Leader's Prerogative.

-Toxic Well-
Inflict all in the target area who currently stand in water or ice with Toxic Shock, damaging their magic armour immediately and over time.
The "Torturer" talent extends the duration.
If you have Leader's Prerogative, lose it. If not, gain Infamy.


Master; Source (lvl 16+):

-Unification-
Revive dead allied members of your group in a massive range and cleanse allies other than yourself of many debilitating statuses.
You also radiate an aura that makes allies other than yourself immune to these statuses for a short while.


Crafted Martial Skills:

-Oppressive Force-
This crafted Warfare skill lets you jump to a target and inflict weapon damage. If the target is flanked, silence it.

-Disarming Charms-
This crafted Scoundrel skill lets you target a flanked character to disarm them.

-Exorcising Shot-
This crafted Huntsman skill lets you use your bow or crossbow to fire at an enemy. If aimed properly, the shot cannot miss, and while it inflicts no damage on its own, it can apply weapon effects and cleanses a list of statuses, including, but not limited to: Clear Minded, Haste, Evading, Blinding Radiance, Bone Cage, Poisoned, Mend Metal and Flaming Tongues.
Be mindful when you apply this, as it can only be used once per combat.

-Unending Duty-
This crafted Necromancer skill can only be used in combat. It automatically targets and explodes the closest 3 visible and viable corpses with projectiles, raising undead totemic warriors in the process. These summoned units count as totems, are immune to many debilitating statuses and lumber towards enemies to inflict heavy damage in melee range.

-Larger than Life-
This crafted Polymorph skill slightly improves your leadership for its duration. It is incompatible with Bull Horns and Medusa Head, and grants you a skill that lets you improve your Leadership even further, if only for a short while.

-Ambush Forces-
This crafted Summoning skill can only be used in combat. It allows you to create 2 invisible totemic melee warriors near your position. These summoned units count as totems, move towards enemies at rapid speeds, cannot slip on ice, have immunity to being blinded or silenced, and, should they use their attack skill from stealth, inflict significant bonus damage. However, they are somewhat frail, and do not act on the turn you create them.

-Otherworldly Arbalest-
This crafted Viator skill can only be used in combat. It conjures up a powerful siege ballista bolt that inflicts damage of a random element and cleanses surfaces in the impact zone.

-Sanitizing Razor-
This crafted Custos skill inflicts low physical damage based on your finesse to a target in melee range. It also cleanses the ground directly beneath your feet of any surfaces and clouds.


Crafted Martial Skills; Source:

-Vox Gigantis-
Use this crafted Warfare skill to let out a devastating warcry, inflicting magic armour damage based on your strength to all foes in a large radius.
Leave all targets Deaf and Silenced.

-Seize Reason-
This crafted Scoundrel skill has you Charm an enemy in touch range. Inflict Madness to other enemies near your target.

-Heartbreaker-
This crafted Huntsman skill has you fire your bow or crossbow at a target, inflicting magic armour damage.
If your target is at or below 10% health, kill them instantly.
If your target is Charmed, this triggers as early as 25% instead.

-Gospel of the Dead-
This crafted Necromancer skill explodes corpses in a large radius. Allies that stand near one such detonation recover magic armour instantly and over multiple turns.

-Leader of Rivellon-
This crafted Polymorph skill can only be used in combat, and only once per fight. It alters the caster, granting them boons reminiscent of many of the sentient species that inhabit Rivellon.

-Totemic Edict-
This crafted Summoning skill can only be used in combat, and only once per fight. It grants all allied totems in a large radius around you an extra turn.

-Another Realm's War-
This crafted Viator skill can only be used in combat, and only once per fight. It calls in a barrage of 16 artillery shots, inflicting damage of a random element, while clearing surfaces and clouds with each impact. This skill is extremely likely to harm not only enemies, but also you, allies, nearby objects and distant bystanders.

-Pure Ground-
This crafted Custos skill recovers magic armour for all non-hostile characters in melee range and cleanses the ground directly beneath their feet of surfaces and clouds.



The Skillbook Traders:

Each trader resides in their own location and they will not move with you throughout the story.
The first trader can be found in the Fort Joy arena.
The second trader can be found at the water near the Meistr's house in Driftwood.
The third trader can be found on the beach of the Nameless Isle.
The fourth trader can be found near the first waypoint in act 4.


The Starter Classes:

"Viātōrēs draw upon the impossible space that divides the different realities. They unleash chaotic magic and reckless attacks, or offer great aid. In exchange, they shred their own defenses, and often endanger allies."

The "Viator" starter class focuses on magic damage by wielding a staff, and endangers itself to strike at enemies and aid allies.
Its starter skills are: "Conjoin", "Battering Ram" and "Shade Strike".
Regarding equipment, the "Viator" begins the game without a potion, but receives a "Fortify" scroll, an "Armour of Frost" scroll, a "Resurrection"
scroll, and a backpack.
The chest on the "Merryweather" will contain a fire staff for this class.


"Bovēs are destructive warriors. They focus on attack skills and forgoe controlling the impossible chaotic forces, in exchange for a modicum
of self-preservation."


The "Bos" starter class uses the Viator's weapon attacks, but focuses more on reckless melee strikes and utility, rather than magic.
Its starter skills are: "Hold Firm", "Bouncing Shield" and "Delaying Flail".
Regarding equipment, the "Bos" begins the game with a small physical armour potion, a small magic armour potion, a "Resurrection" scroll, and a backpack.
The chest on the "Merryweather" will contain a one-handed axe and a shield for this class.


Cū̆stōdēs are unrelenting guardians. They use their finesse to intercept enemies, and guard allies by throwing themselves into the fray."

The “Custos” starter class wields a spear and utilizes its reach to intercept and strike opponents.
Its starter skills are: “Denting Blow”, “Chloroform” and “Dust Stomp”.
Regarding equipment, the “Custos” begins the game with a minor health or poison potion, a “Fortify” scroll, a “Resurrection” scroll,
and a backpack.
The chest on the “Merryweather” will contain a spear for them.


"Ericiī are defensive combatants.They utilize their good protection and surprising mobility to stick to the enemy and slowly whittle them
down.
"

The “Ericius” starter class focuses on survivability over reach, making itself a valid target, while returning the damage it takes.
Its starter skills are: “Restore Shell”, “Backlash” and Vengeful Guard”.
Regarding equipment, the “Ericius” begins the game with a minor health or poison potion, a poison flask, a “Resurrection” scroll, and a backpack.
The chest on the “Merryweather” will contain a dagger and a shield for them.


The Dux is a formidable leader. When faced with overwhelming odds, this master of the battlefield will aid allies, flank foes, and summon new forces to turn the tide.

The "Dux" starter class focuses on controlling the flow of battle by altering the initiative order, passively and actively aiding allies, and creating totems.
Its starter skills are: "Captain's Respite", "Harsh Orders" and "Elemental Totem.
Regarding equipment, the "Dux" begins the game with a minor health or poison potion, a "Dimensional Bolt" scroll, a "Resurrection" scroll, and a backpack.
The chest on the "Merryweather" will contain a water wand and a shield for them.


Lūtrae are frail, but speedy. Using their allies and just enough restraint to not leave themselves open, they aim to kill their prey as quickly as possible.


The "Lutra" starter class focuses on taking the first turn in combat and resolving it quickly if possible.
Its starter skills are: "Grand Presence", "Ignoble Assault" and "Dimensional Bolt".
Regarding equipment, the "Lutra" begins the game with a minor health or poison potion, a "Shocking Touch" scroll, a "Resurrection" scroll, and a backpack.
The chest on the "Merryweather" will contain a water wand and an air wand for them.



Notice about Character Creation:

Despite these class abilties only requiring "Perseverance", “Retribution” or "Leadership" to learn and use, Viator class skills are mostly categorized under "Warfare" and "Summoning", while all “Custos” skills are categorized under “Scoundrel”, and all "Dux" skills can be found under "Summoning". The "Starter" skills are all saved in the "Warfare", “Scoundrel” and "Summoning" categories respectively.
Should you remove "Warfare" from the “Viator” or “Bos” character creation presets, the pre-selected "Viator" class skills will be removed as well.
Likewise, should you remove “Scoundrel" from the “Custos” or the “Ericius” character creation presets, the pre-selected “Custos” class skills will disappear.
The same goes for removing "Summoning" from the "Dux" or the "Lutra".
So long as you have a point in "Perseverance", “Retribution” or "Leadership", you can still select these modded skills and start with them, despite not having a point in "Warfare", “Scoundrel” or "Summoning", 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 "Warfare" will unlearn the Viator skills again, just like making any changes to a character without “Scoundrel” will remove all “Custos” skills. 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.



The Grenades:

The mod also adds a new type of grenade, a so called "Viator's Pouch".
Unlike other grenades, there are only seven of them hidden throughout the entire campaign. No more can be acquired.
When thrown, they leave a 2m cloud of blessed smoke.



The Weapons:

The game features a few new unique spears. I will not give their detailed stats here, unless people would like to see that.
The 1st spear can be found in act 1.
The 2nd and 3rd spear can be found in act 2.
The 4th spear can be found in act 3.
The 5th and 6th spear, the unique staff and the unique wand can be found in act 4.


Compatibility:

Due to how this mod uses base game mechanics, some of its core concepts are at odds with "Divinity Unleashed". While I am not aware of any direct compatibility issues, combining these 2 mods will probably not lead to an enjoyable experience.


Request:

I would love to improve this mod further. I would be ever so grateful for feedback from players.


Known Issues:

-None-

If you find any bugs or issues, please do report them. :)


Updates since Initial Release:

This section been moved to the mod page's "Documentation" section.


Addendum:

This mod is kept as light as possible. It does not require any other dependencies, not even Norbyte's ScriptExtender, though I would still recommend using the extender for the overall improvements to stability and load times it offers.

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.
I cannot guarantee that this mod will function flawlessly for any mode other than the main campaign. I would appreciate feedback on if it does or not.


Thanks:

This was my first mod. I sincerely thank doctorbeetus, Dr. Pawsworth, Norbyte, LaughingLeader, Focus and all those whose names have slipped my mind, but who helped me when I had questions. Also, thanks to Odinblade for getting me onto the Larian Discord server in the first place, which is the spot where I found many useful guides and resources, as well as all the aforementioned people. :)