About this mod
A compendium of changes for the different combat skills in Divinity. You can download them as you need or in bulk.
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- Changelogs
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CHANGES
Scoundrel-
- Chloroform adjusted a bit adding, 10% damage and now includes Suffocating.
- Daggers Drawn AP cost was reduced from 4 to 2, now causes bleeding. Base damage decreased by 5%
- Corrupted blade now has the Slowed status as another effect. Base damage dropped by 15%
- Terrifying Cruelty had its AP cost reduced by 1 and added the Dazed effect.
- Knife Throw AP cost reduced to 1
- Fan of Knives AP cost reduced down to 2.
- Sleeping Arms damage increased by 15%
- Sawtooth Knife damage increased by 10%
- Ruptured Tendons initial damage changed to piercing.
- Cloak and Dagger now gives 1 turn of invisibility.
- Gag Order, Sleeping Arms, Throwing Knife no longer require a dagger to be used.
Huntsmen-
- Increased healing for First Aid.
- Pin Down now also slows targets for 2 turns. Damage decreased by 10%
- Mark now dazes targets for 2 turns.
- Ricochet buffed a bit from previous adjustments
- Snipe now will pierce up to 3 targets Base damage reduced to compensate for piercing buff. Cooldown also reduced from 5 to 4.
- Farsight now cleanses the Blind status and increases AP by 1 for its duration. No crit gain.
- Ballistic shot base damage reduced by 10%, damage amp increased.
- Rain of Arrows now slows and applies weakness. Damage decreased by 10%
- Elemental Arrowheads turned into a toggle skill called Elemental Quiver.
- Reaction shot now has a 3 turn duration, and fires up to 5 shots instead of 3
- Multishot base damage dropped, but can now target 4 enemies.
- Piercing Shot damage was brought down by 15%.
Warfare-
- Enrage: Removed the silencing effect. Reduced crit chance increase to 25% but added an additional flat damage increase to compensate.
- Battle Stomp: Reduced damage by 10%, reduced CD by one, and reduced AP cost by 1.
- Battering Ram: Reduced damage by 15%, reduced CD by 2, and reduced AP cost to 1.
- Deflective Barrier: Down to 1 cost
- Taunt:CD Reduced to 3, area buffed to 7 meters.
- Onslaught: Reduced to 2 cost.
- Phoenix Dive: Now gives 1 turn fire immunity.
- Blitz: This now will attack up to 4 enemies.
- Shield Throw: Damage reduced by 20%, increased targets by 1.
- All In: Deals piercing damage at 10% less than normal damage.
Summoning- Summoning is fairly well balanced as is, and most skills are utility or optional summoning buffs. Very minor changes here.
- Dimensional Bolt damage increased by 15%
- Dominate Mind down to 2 cost to compensate for its lack of use.
- Ethereal storm hits per turn increased to 8, cost reduced to 3, bolt damage increased by 5%. This should bring the total possible damage done by Ethereal Storm up by 40-60%
Aero- A few essential damage changes to buff damage to compensate for the overwhelming resistances later on, and cost/CD reductions on more used positioning and status skills.
- Blinding Radiance brought down to 1 cost
- Electrical Discharge damage increased by 15%
- Increased shocking touch range by 1 m, increased damage by 5%
- Reduced Teleport CD by 1
- Dazing Bolt cost reduce by 1, increase damage by 5%
- Pressure Spike damage increased by 20%
- Superconductor buffed by 10%
- Buff Closed Circuit minorly
- Thunderstorm cost reduced to 3, damage increased by 5%, and hits increased to 8 from 6.
- Teleportation cost reduced to 1.
- Vacuum touch damage increased by 10%
Geo- General blanket damage increases to skills and some minor cooldown reductions for a couple of skills to increase their viability.
- Acid Spores cost reduction down to 2, increased damage by 5%
- Throw Dust Damage increased from 75% to 90%
- Fossil Strike damage increased by 10%
- Pyroclastic Eruption cost reduced to 3 increased damage by
- Poison Dart damage increased by 5%, cost reduced to 1 AP.
- Earthquake cost reduced to 2, increased damage by 10%
- Worm Tremor initial damage increased by 20%
- Reactive Armor overall damage increased by 15%
- Corrosive Touch damage increased by 10%
- Rain Cooldown dropped down to 4
- Hail Strike cost reduced to 2, damage increased by 5% per projectile.
- Restoration now heals for more
- Soothing cold now restores more magic armor
- Winter Blast deals 5% more damage, also now creates a water surface
- Ice fan damage increased to compensate for the 3 cost normal skill.
- Global Cooling damage increased by 10%
- Deep Freeze cost reduce to 2
- Hail Storm damage increased by 5% per projectile, decreased AP cost to 3.
- Most ice based skills now guaranteed to create ice surfaces on appropriate surfaces.
Pyrokinetic- Some more minor increases to general damage. Fire immunity addition for supernova to help combo a few skills occasionally.
- Ignition 10% damage buff
- Searing daggers cost dropped down to 1
- Fireball 10% damage buff
- Spontaneous Combustion 10% damage buff
- Fire Whip 5% damage buff
- Supernova now sets fire immunity for 1 turn, reduced cost to 2
- Epidemic of Fire 15% damage buff
- Meteor Shower damage increased noticeably. Cost reduced to 3
Necromancy- The much needed rebuff to blood storm meets the cost reductions of a few skills and blood sucker getting a good healing boost overall.
- Blood Sucker healing increased by 25%
- Infect Cost down to 2
- Living on the edge cost reduce to 2.
- Last Rites cost down to 1 due to the lethality of the skill.
- Blood Storm decreased cost to 3 and damage increased by 5%
Polymorph- Nerfed the commonly joked about “Not overpowered at all” skill “Tentacle Lash” while increasing the damage of bull horns and oily blob; decreased a couple of other less used skills’ costs to put them into play a bit more often.
- Tentacle Lash damage reduced by 15%
- Increased bull horns damage by 15%
- Heart of Steel cost reduced to 1 AP
- Increased Oily Blob initial damage from 70% to 85%
- Equalize cost reduced to 1 AP