Hey. Love the mod so far. I now trying to have a build for leliana. I see the weapon focus talents for bows only affect crossbows and shortbows? Longbows not included?
Hello Offkorn, I Hope you are doing well. For some reason if I choose these classes, The NEXT Button is Greyed Out. I am Using this with Human Commoner and Also The Mage Mod Origin Mods. Can You Help Me Please.
hello, when i make a new character with the warlock class spawns in a room with some chests and a door. it doesnt start the normal openings like the base classes, idk if i did something wrong or if i missed something. any help would be appreciated
Hello! I'm greatly enjoying this mod, however I have only encountered one problem so far.
The Warlock class just straight up does not appear for me. I read through the FAQ readme, and it says there might be a mod that edits shapeshifter/spirit healer. The only other mod I have installed is the DA Overhaul. Are these 2 things incompatable?
I’ve played around with the ritualist class a bit and maybe somebody will appreciate an explanation on the abilities, which ones are good and which ones less so. Many spells also aren’t very balanced, bland or exist in multiple copies. My impression of the ritualist class is that it’s weak in the beginning and quite overpowered by the latter half of the game. The warlock class seemed more fleshed out in general to me.
To make things .short, most base abilities (not from specializations) are pretty bad to downright awful. Specialization abilities generally are quite good and fun to use. Skills I consider good and not tedious (no long cast time, no constant recasting) are the follows: Flare, Immolate, Inferno, Shock Strike True and follow-up skills, maybe Flaming/Charged Weapons and Blood Rage as a supporting character Conjuration skills Pull and Mass Pull (best and most fun skills outside specializations imo) Countermagic skills
Now my commentary on the ritualist’s skills: ------------------------------------------------------
Mystic Charge +1 - Sustained Offensive Thaumaturgy and Elementalism spells are cast at full Spellpower/Duration/Magnitude (fCharge = 1.0). Casting time increased to 2.
Mystic Charge +2 - Sustained Offensive Thaumaturgy and Elementalism spells are cast at 1.5x Spellpower/Duration/Magnitude (fCharge = 1.5). Casting time increased to 2.
Mystic Charge +3 - Sustained Offensive Thaumaturgy and Elementalism spells are cast at 2x Spellpower/Duration/Magnitude. (fCharge = 2.0). Casting time increased to 3.
Mystic Charge +4 - Sustained Offensive Thaumaturgy and Elementalism spells are cast at 3x Spellpower/Duration/Magnitude (fCharge = 3.0). Casting time increased to 3.
I never really used these abilities. The reason is that the cast time becomes fairly long (without they’re all instant cast) which generally results in a DPS loss, especially if your target is already dead by the time you’ve finished your cast. Mystic Charge +4 might be a bit different in the sense that while it does increase your cast time to an almost ridiculous level, the affected spells will hit crazy hard.
Flare - Single Target Deals ((100.0 + (Spellpower * fCharge)) * FIREBALL_DAMAGE_FACTOR) Fire Damage to the target.
Your bread and butter spells at lower levels. Only five seconds cooldown, damage about like Arcane Bolt.
Flaming Weapons - Single Target Adds ((Spellpower * fCharge) / 7.5) Fire Damage to the target's weapons for (20 * fCharge) seconds. To a maximum of (10.0 * fCharge).
Never liked this ability because it needs constant recasting. Also works for only one target. You can extend the duration and increase the damage with mystic charge, but then your standing around recasting all the time.
Immolate - Single Target Deals ((100.0 + (Spellpower * fCharge)) * FIREBALL_DAMAGE_FACTOR) Fire Damage to the target instantly, and then again over time.
Very good ability. Fine damage output. It will be your standard damage ability besides Flare at lower levels.
Inferno - Circular Duration AOE Deals ((100.0 + (Spellpower * fCharge)) * INFERNO_DAMAGE_FACTOR) Fire Damage to any targets in the AOE. Lasts (20 * fCharge) seconds.
Like the mage’s Inferno. It is instant cast without Mystic Charge, but basic duration is pretty short. Pretty decent AOE spell I would consider taking.
Decay - Single Target If the target fails a Physical Resistance check, they take a (5.0 * fCharge) penalty to Str/Dex/Con for (20 * fCharge) seconds.
Slight damage and defense reduction for the enemy. Never took it.
Acidic Touch - Single Target Deals ((100.0 + (Spellpower * fCharge)) * STONEFIST_DAMAGE_FACTOR) Nature Damage to the target over the course of (FLAME_BLAST_DAMAGE_DURATION / fCharge) seconds. Also reduces the target's Armor Rating by (10.0 * fCharge) during that time.
Most enemies don’t have terrible much armor, which is already covered by armor penetration. So it’s not an overly good ability.
Atrophy - Single Target The target takes a (10.0 * fCharge) penalty to Str/Dex/Con for (20 * fCharge) seconds.
Well, it’s like Decay again. Pretty bad and boring.
Turn to Dust - Single Target The target must pass a Physical Resistance check or die. Otherwise, If they pass the check, they suffer a (10.0 * fCharge) penalty to their Armor Rating for (20 * fCharge) seconds. Bosses instead suffer the Armor Rating penalty if they fail the Resistance check, and are not affected if they pass.
It insta-kills most enemies, but you do not get any EXP if you kill with this ability, so it’s shit.
Blood Rage - Single Target Applies Berserk's bonuses/penalties to the target for (20 * fCharge) seconds. Only works on targets that can bleed.
Pretty decent if you like your ritualist to be more of a supporter.
Blood Potency - Single Target Increases the target's Health Regeneration by (REGENERATION_HEALING_FACTOR * fCharge) and Mana/Stamina Regeneration by (REJUVINATION_REGEN_BASE * fCharge) for (20 * fCharge) seconds. Only works on targets that can bleed.
Pretty decent, if not very interesting.
Theft of Life - Single Target Deals ((100.0 + (Spellpower * fCharge)) * (DRAIN_LIFE_DAMAGE_FACTOR * fCharge)) Spirit Damage to the target and restores the caster's Health by the same amount. Only works on targets that can bleed.
Drain Life but only against targets with blood which hinders its usefulness. Not very good, considering the previous talents have a different purpose (support).
Cauldron of Blood - Single Target The target takes ((100.0 + (Spellpower * fCharge)) * VIRULENT_WALKING_BOMB_DAMAGE_FACTOR) Unresistable Damage over the course of (WALKING_BOMB_DURATION / fCharge) seconds. If they die while taking damage, they'll explode and deal Physical Damage based on their Max Health to any creatures nearby. Only works on targets that can bleed.
Walking bomb for creatures with blood. Walking bomb is fun, but there’s better abilities, especially if you have to invest four points just to get it.
Spark - Single Target Deals ((100.0 + (Spellpower * fCharge)) * LIGHTNING_DAMAGE_FACTOR) Electric Damage to the target.
It’s like Flare but with longer cooldown. So take Flare first.
Charged Weapons - Single Target Adds ((Spellpower * fCharge) / 7.5) Electric Damage to the target's weapons for (20 * fCharge) seconds. To a maximum of (10.0 * fCharge).
See above for Flaming Weapons.
Storm's Fury - Single Target The target takes ((100.0 + (Spellpower * fCharge)) * CHAIN_LIGHTNING_DAMAGE_FACTOR) Electric Damage. The spell then arcs to any nearby hostiles and deals that much damage to them as well.
Not nearly as powerful as Mage’s Chain Lightning, less damage and no shocking. It’s instant cast however without Mystic Charge.
Eye of the Storm - Self Creates a Tempest centered on the caster that lasts for (20 * fCharge) seconds. It deals ((100.0 + (Spellpower * fCharge)) * TEMPEST_DAMAGE_FACTOR) Electric Damage to any creatures in the AOE. The Tempest will move with, and not affect, the caster.
Interesting ability that unfortunately doesn’t work when you have a group with you. It also tends to give eye cancer after a while, so I stopped using it.
Darkness - Single Target The target's Attack Rating is reduced by ((100.0 + Spellpower * fCharge) * HEROIC_OFFENSE_ATTACK_FACTOR) for (20 * fCharge) seconds.
Why using this when I can use damaging abilities instead?
Shadow Taunt - Single Target Uncharged through third-level charge increases the caster's threat to the target by the equivalent of (Spellpower * fCharge) damage. Fourth-level charge forces the target to attack the caster.
If you wanna play a tank ritualist it seems to be pretty decent, which is probably doable, if a bit unorthodox.
Coruscating Shadows - Single Target Confuses the target for (20 * fCharge) seconds.
Meh…
Night's Veil - Circular Instant AOE All hostiles within the AOE must pass a Mental Resistance check or be confused for (20 * fCharge) seconds.
Pretty decent, but the prerequisites aren’t very convincing, so…
Fortify - Single Target The target's Armor Rating is increased by (Spellpower * fCharge * ROCK_ARMOR_BONUS_FACTOR) for (20 * fCharge) seconds. To a maximum of (5 * fCharge).
Rock armor, which is good, but you have to recast it often.
Liquefy - Single Target The caster must first hit with a touch attack. If successful, the target's weapon is destroyed unless it passes a Resistance Check. This check pits the caster's (Spellpower * fCharge) against the weapon's (Damage + Armor Piercing). This spell ignores Spell Resistance.
Never tried this one, but again: Why use this when you could deal damage instead?
Gaol - Single Target The target is frozen and rendered immune to all damage for (20.0 * fCharge) seconds. This spell ignores Spell Resistance.
Force field, but shorter cooldown and casting time. Pretty good, but the prerequisites are bad.
Vaporize - Single Target The caster must first hit with a touch attack. If successful, the target's Shield or Chest Armor is destroyed unless it passes a Resistance Check. This check pits the caster's (Spellpower * fCharge) against the armor's (Armor + Defense). This spell ignores Spell Resistance.
Never tried this one, but doesn’t convince me.
Spirit Crush - Single Target The target suffers a (3.0 * fCharge) penalty to Willpower for (20.0 * fCharge) seconds unless they pass a Mental Resistance check.
The whole line doesn’t seem very good and pretty boring. At best it might help to prevent a boss from using abilities, which actually doesn’t seem that bad.
Vertigo - Single Target The target's Attack Speed is reduced by (DISORIENT_ATTACK_SPEED_PENALTY * fCharge) and their Attack Rating is reduced by (DISORIENT_ATTACK_PENALTY * fCharge). This lasts for (20.0 * fCharge) seconds. In addition, the target may forget who it was attacking.
Meh…
Contortion - Single Target The target's Attack Rating is reduced by (CRIPPLING_SHOT_ATTACK_PENALTY * fCharge), Defense Rating by (CRIPPLING_SHOT_DEFENSE_PENALTY * fCharge), and Movement Speed by PARALYZE_SPEED_PENALTY. This lasts for (20.0 * fCharge) seconds.
Seems like the same above? Mediocre.
Seizure - Single Target The target seizes up for (20.0 * fCharge) seconds. They take ((100.0 + (Spellpower * fCharge)) * CRUSHING_PRISON_DAMAGE_FACTOR * ((20.0 * fCharge) / CRUSHING_PRISON_DURATION)) over that time.
Crushing Prison, which is obviously powerful.
Body Failure - Single Target The target must pass a Physical Resistance check or die. If they pass, they instead collapse for (20.0 * fCharge) seconds. Bosses instead collapse if they fail the Resistance check, and are not affected if they pass. Does not work on Golems or Demons.
Same problem as Turn to Dust: The killed target doesn’t yield EXP.
Strike True - Single Target The target's Attack Rating increases by ((100.0 + Spellpower) * HEROIC_OFFENSE_ATTACK_FACTOR) for 20 seconds.
Heroic offense, good as a supporter.
Wind Dance - Single Target The target is affected by the Haste spell for 20 seconds.
Stacks with Mage’s haste, which is crazy since thanks to combat tweaks there’s no attack speed bug. You just have to recast it often.
Fearless Heart - Single Target The target's Willpower and Constitution are increased by 10 for 20 seconds.
It’s ok, but needs recasting…
Comrades in Arms - Passive Strike True, Wind Dance, and Fearless Heart now affect all allies.
Well, obviously powerful considering you get a buff that stacks with Mage’s haste.
Conjure Animal - Sustained An animal is summoned to fight for the caster. A wolf if the caster is under level 9, a spider if they are under level 16, or a bear if they are level 16 or higher.
Conjure Construct - Sustained A construct is summoned to fight for the caster. A zombie if the caster is under level 9, a wild sylvan if they are under level 16, or a steel golem if they are level 16 or higher.
Conjure Dragon - Sustained A dragon is summoned to fight for the caster. A dragonling if the caster is under level 9, a drake if they are under level 16, or an adult dragon if they are level 16 or higher.
Conjuration Mastery - Passive The strength of the summoned creatures is increased.
These four are pretty good and fun to use, but some of the creatures are very large and don’t fit very well through doors in dungeons.
Countermagic - Sustained The caster receives a 25% bonus to Spell Resistance while this ability is active.
Advanced Countermagic - Passive The Spell Resistance bonus is increased to 50%.
Expert Countermagic - Passive The Spell Resistance bonus is increased to 75%.
Countermagic Mastery - Passive If a single target spell is successfully resisted while Countermagic is active, that spell's caster is affected by it instead.
Very powerful, since you become almost immune to magic attacks (not all attacks that seem magical are spells however). Countermagic Mastery doesn’t work as well as it might suggest.
Pull - Single Target The target is pulled to the caster's side. They take an amount of Physical Damage equal to the caster's Spellpower.
One of my favourite abilities. Deals decent damage and pulls most enemies directly in front of you on the ground (essentially like the Revenant Mass Pull, just single target).
Repel - Single Target The target is shoved away from the caster unless they pass a Physical Resistance check.
This one does not deal damage unlike Pull, it shoves away only by a small amount, so it’s definitely worse than Pull. Still decent to interrupt enemy attacks by throwing them to the ground.
Mass Pull - Single Target The target and all nearby hostiles are pulled to the caster's side. They take an amount of Physical Damage equal to the caster's Spellpower.
In my opinion the best and most fun ritualist ability. It has an extremely large radius, and deals damage like Pull. You can kill large groups of enemies in a couple seconds by using this and then follow up with some replicated AOE-abilities that don’t deal friendly fire (like Pride Demon Fire Blast).
Mass Repel - Single Target The target and all nearby hostiles are shoved away from the caster unless they pass a Physical Resistance check.
Worse than Mass Pull, since it doesn’t deal damage and shoves away just a little. Would be better if the cooldown or the cost was lower than Mass Pull.
Deflection of Wooden Doom - Single Target The target receives a bonus of ((100.0 + Spellpower) * HEROIC_AURA_MISSILE_SHIELD_FACTOR) to their Missile Defense for 60 seconds.
I never cared for the equivalent mage ability, so meh…
Aura of Sacred Defense - Single Target The target receives a bonus of ((100.0 + Spellpower) * HEROIC_DEFENSE_DEFENSE_FACTOR) to their Defense Rating and a ((100.0 + Spellpower) * HEROIC_DEFENSE_RESISTANCE_FACTOR) bonus to their Fire/Cold/Shock/Nature/Spirit Resistances. This lasts for 60 seconds.
Considerable cast time and bonus isn’t too crazy, so…
Cobra's Favor - Single Target Whenever a creature damages the target with a melee weapon, they take Nature Damage equal to the target's base Constitution score. This lasts for 60 seconds.
Long cast time, which might get on your nerves when you constantly have to recast it. Otherwise it’s pretty decent.
Incorporeal Passage - Single Target The target can neither be hit by, nor hit with, physical attacks for 60 seconds.
Crazy long cast time (like 15 seconds). The effect is however as good as it seems, you are totally immune to physical attacks and can still damage enemies with spells.
Ward vs. Animals - Circular Duration AOE Acts as a Glyph of Warding against creatures of the animal race. They do not get a Resistance Check and it lasts for 60 seconds.
Ward vs. Beasts - Circular Duration AOE Acts as a Glyph of Warding against creatures of the beast race. They do not get a Resistance Check and it lasts for 60 seconds.
Ward vs. Demons - Circular Duration AOE Acts as a Glyph of Warding against creatures of the demon race. They do not get a Resistance Check and it lasts for 60 seconds.
Ward vs. Dragons - Circular Duration AOE Acts as a Glyph of Warding against creatures of the dragon race. They do not get a Resistance Check and it lasts for 60 seconds.
Ward vs Animals is the only instant cast ability, all other have cast time (the “better” the longer). They’re not very good considering most enemies are either human or darkspawn, plus the cast time. Judging from what I’ve tested they act more like a Glyph of Repulsion.
Steps of the Terrified - Single Target The target cowers in fear unless they pass a Mental Resistance Check. If they pass, they instead take a MIASMA_SPEED_PENALTY penalty to Movement Speed. The effects last for 60 seconds.
Pretty bad.
Mind Rend - Single Target Unless the target passes a Resistance Check that pits the caster's Willpower against their Cunning, their Cunning is reduced to 1 for 60 seconds.
Not good.
Close the Ways - Single Target A Misdirection Hex that lasts for 60 seconds. Combos with Rend Mind.
Long cast time and misdirection hex was never an ability that I’ve used frequently on mage playthroughs.
Mystic Certámen - Circular Instant AOE The Caster's Willpower is pitted against each of the targets' Willpowers in a Resistance Check. Any targets that fail take Spirit Damage equal to their maximum Mana/Stamina and have their Mana/Stamina pool emptied.
Mana clash, but has very long cast time, so it’s bad. It also affects yourself, which makes it very bad. There’s faster ways to kill yourself…
Touch of Nightshade - Single Target The target's Attack Rating is reduced by WEAKNESS_ATTACK_PENALTY and their Defense Rating is reduced by WEAKNESS_DEFENSE_PENALTY. This lasts for 60 seconds.
More of the same, there’s already quite a few other abilities that essentially do the same. Still not good.
Infirm - Single Target A Curse of Mortality that lasts for 60 seconds. Combos with Jinx or Paper Flesh.
Some cast time, doesn’t deal damage, so it’s bad.
Jinx - Single Target A Death Hex that lasts for 60 seconds. Combos with Infirm or Paper Flesh.
Long cast time, why not use a Mage?
Paper Flesh - Single Target Reduces the target's Constitution to 1. Any damage they have sustained will carry over.
Crazy long cast time and the effect doesn’t result in an instant kill as it might suggest. Avoid this.
Spellcrafting (Primal/Creation/Spirit/Entropy)
I’ll summarise these: After you get one of the specializations, you can put a skill point into the schools Single Target skill, which unlocks the first row of effects you can use with your Single Target skill. For primal, this is Nature damage, lower or increase Nature resistance, and increase Armor. The Cone, Area of Effect and Chain (like Chain Lightning) effects and corresponding effet sets are available much later, at level 12, 14 and 16.
The good spellcrafting schools in my opinion are Primal for damage dealing and Creation for support (you can get healing effects and another haste effect that stacks with Wind Dance and Mage’s haste if you wanna break the game). Spirit and Entropy are pretty bad in my opinion, since a temporary increase or decrease in stats like magic or willpower isn’t gonna do all that much by itself (and the increases/decreases aren’t that big). Note that some of the secondary effects (seize and petrify) of primal are quite game breaking since they last for a very long time and don’t break on damage.
Replication (Primal/Creation/Spirit/Entropy)
These skills are in my opinion the only reason to play this class. They’re the most fun and useful and it’s interesting to get them. Now the problem is that you can replicate spells before you get the specialization, however you can’t access the learned skill without the specialization, which doesn’t make sense (you can set tactics for replicated skills however!). So to access the replicator skills you need the specialization, which however by default is not possible before level 16 because you need the Chain spell effect of the corresponding Spellcrafting specialization school. Now that doesn’t make much sense to me since the replication upgrades are available at level 1, 12, 14 and 16. So personally I recommend using the console command to give you the replicator specializations so you can always access the skills and see what abilities you can learn. The codes are (runscript addtalent …): primal 96088 creation 96089 spirit 96090 entropy 96091
Without any replication level skills, the damage of the learned abilities will in generally be negligible. However, secondary effects often work normally, so an ability like Desire Demons Scream might still be very worthwile just as an AOE Stun. Partial and Full Replication make most skills deal some damage. With Enhanced Replication, skills become strong, with Improved Replication kinda broken. This rule is true generally for all replicator skills, so I won’t comment it too much again.
Aura of Fire (Rage Demon) Deals free damage to anyone standing in range, however deals next to no damage without Enhanced/Improved Replication.
Fire Bolt (Pride Demon) / Frost Bolt (Pride Demon) With Partial/Full Replication, it’s about like Flare or Immolate at lower cost, so pretty good. With Enhanced/Improved Replication it deals crazy damage (were talking about 150-250 damage at 80 cunning without any other damage boosting effects). Frost Bolt currently seems unattainable as Pride Demons can’t finish the cast animation (bug) so you have to use the console command (Ability ID 96110) to get it. It works fine this way.
Lava Burst (Rage Demon) Good but still balanced damage at higher replication levels.
Quake (Golem) AOE Stun that deals moderate damage at higher replication levels.
Fire Blast (Pride Demon) / Frost Blast (Pride Demon) At higher replication levels, these spells deal a quick 150 AOE damage right in the face. These are my go-to spells after pulling all enemies together with Mass Pull, ending fights within seconds (no friendly fire). Even at lower replication levels the skills are very good since Fire Blast knocks enemies down and Frost Blast interrupts attacks by freezing for a second.
Lightning Burst (Caridin) You can use this skill like tempest (there’s no symbol on the floor to help targeting however) or as a point blank AOE on yourself. It does however deal friendly fire damage which will one-shot your group members with Improved Replication, so be cautious. Damage of the point-blank AOE is similar to Fire Blast / Frost Blast.
Scream (Desire Demon) AOE Stun that deals damage. Very good ability that I’ve used often.
Mana Wave (Pride Demon) Drains enemies of their mana and dispels enemy effects. I’ve never really used it.
Crushing Prison (Arcane Horror/Pride Demon?) The spell is bugged and doesn’t do anything.
Drain (Arcane Horror?) Mana clash that works correctly. Pretty good at higher replication levels. It doesn’t really restore your mana, but otherwise it’s a useful ability. I haven’t found where you can get it, so if you like to use the ability code, it is 96131.
Acid Spit (Deep Stalker) I never got the stun effect, but this ability is pretty interesting since it has no cooldown except a short delay to activate its effect. The damage is very low without Enhanced/Improved replication.
Poison Spit (Poisonous Spider) Strong DoT-effect. Good even at lower replication levels.
Vomit (Broodmother) Damage isn’t too great and it has short range. Never really used it.
Stinging Swarm (?) Unsure where to get it, probably was meant to be replicated from Arcane Horrors. It is bugged however and doesn’t do anything. If you want to try, the console command number is 96119.
Slowing Spit (Deep Stalker) Bad ability that slows only movement speed a bit.
Web (Spider) Very good crowd control ability that works on most targets. Replication level doesn’t seem to affect the duration though.
Howl (Wolf) Bad ability that doesn’t do much.
Roots (Wild Sylvan) Makes affected enemies unable to attack and deals high damage over a short time at higher replication levels. You cannot do anything however while the effect lasts (just as it is when Wild Sylvans use it).
Scare (Deep Stalker) Penalty to attack for just a short time. Meh, not worth using.
Aura of Weakness (Shade) It’s free regarding fatigue and mana and the effect is good since it’s passive.
Stop (Arcane Horror, not when paralyzing you, but when using the ability “Swarm”) Doesn’t do anything at all at lower replication levels, at higher ones it paralyzes for a very short duration. Bad ability.
Cursed Dance (Desire Demon) Playing as a male I’ve used the ability generally to throw enemies down to the ground (and make the occasional female sleep). Once you’ve acquired the Pride Demon abilities you might only rarely use it since it becomes outclassed. Besides the throwdown the skill is not very noteworthy.
Hi, I appreciate the fact that you listed the Replication skills because I was having trouble trying to find out which line has the Archdemon skills (Spirit Replication...) but they will not show up on the talent screen even after you learn the Replication talents are the Archdemon Replication skills also bugged?
For people that are having issues with the mod in terms of like unlocking specific things, or for testing purposes or building your own very specific character, I found an old comment like 30 pages in that had the IDs for a lot of these classes to get access to their skills.
Just you the console command: "runscript addtalent ____" the blank being inputing the number below. this worked great for me as despite meeting the requirements I could not unlock Elemental Archer, also this is great for implementing your own homebrew rules where as for me at lvl 14 I unlocked duskblade for my warlock this way as I felt the STR requirement is a bit ridiculous given that melee warlocks are ALREADY splitting their stats between Magic, Dex, Willpower, and Cunning, and thats IF youre leaving out Con lol. Hope this helps
Oh and also if you're looking to add a specific skill you just count up, for example if you only want the 4th skill in the skill tree of the subclass listed below take bladesinger "95729" and count up by 4 to get 95733 and that should give you the skill specifically youre looking for? I believe that will work at least lol.
1 Arcane Archer =95746 or 95563 2 Archmage =95583 3 Black Flame Zealot =95800 4 Bladesinger =95729 5 Daggerspell Caster/Mage =95553 6 Daggerspell Shaper =95558 or 95573 7 Dread Warlock = 8 Duskblade =95734 9 Elemental Archer W =95770 10 Essense Thief =96136 11 Hellfire Warlock =95693 12 Hexblade =95709 13 Invisible Blade =95785 14 Soul Reaver =95153 15 Soul Forger =95158 16 Child of Night =95164 17 Soul Blade =95169 18 Blood Dancer =95174 19 Spirit Shaman =95179 20 Reaver Warlock =95688 21 Black Guard =95699 22 Black Guard LOK =95704 23 Hexblade LOK =95714 24 Eldritch Warrior =95724 25 Duskblade LOK =95739 26 TEMPEST =95751 or 95568 27 Element Archer R =95775 28 Element Archer M =95780 29 Invisible Blade R =95790 30 EPIC WARLOCK =95795 31 BFZ =95800 32 DERVISH =95805 33 STALKER =95810 34 SWIFTBLADE =95578 35 ELEMENTAL ARCHER CHOICE T =95756 36 ELEMENTAL ARCHER CHOICE S =95757 NOTE: the above has some repeated item names but the "w", "r" "m" seperates the types to warrior rogue mage --CHOICE EFFECTS-- AIR = 95758 EARTH = 95759 FIRE = 95760 WATER = 95761
SpellShaper Strings : 96000, 96001, 96002, 96003 \SP spellshapers amplificates the 4 groups of magic per school, etc: entrop vs create; the 4 above are the 4 schools of amplifications
Hey. Thanks for the mod. Having a lot of fun with if. But there seems to be an issue I have come across with the Essence Assimilation passive in the Essence Thief skill tree. It doesn't seem to be increasing my stats permanently when I devour the soul of a target under the effect of Siphon Vitality/Essence. I'm not sure if it is bugged or if it is an error on my side. I have installed the mod using DAO Modmanager version 1.9d
1538 comments
Love the mod so far.
I now trying to have a build for leliana. I see the weapon focus talents for bows only affect crossbows and shortbows? Longbows not included?
if anyone knows, please let me know
The Warlock class just straight up does not appear for me. I read through the FAQ readme, and it says there might be a mod that edits shapeshifter/spirit healer. The only other mod I have installed is the DA Overhaul. Are these 2 things incompatable?
To make things .short, most base abilities (not from specializations) are pretty bad to downright awful. Specialization abilities generally are quite good and fun to use. Skills I consider good and not tedious (no long cast time, no constant recasting) are the follows:
Flare, Immolate, Inferno, Shock
Strike True and follow-up skills, maybe Flaming/Charged Weapons and Blood Rage as a supporting character
Conjuration skills
Pull and Mass Pull (best and most fun skills outside specializations imo)
Countermagic skills
Now my commentary on the ritualist’s skills:
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Mystic Charge +1 - Sustained
Offensive Thaumaturgy and Elementalism spells are cast at full Spellpower/Duration/Magnitude (fCharge = 1.0). Casting time increased to 2.
Mystic Charge +2 - Sustained
Offensive Thaumaturgy and Elementalism spells are cast at 1.5x Spellpower/Duration/Magnitude (fCharge = 1.5). Casting time increased to 2.
Mystic Charge +3 - Sustained
Offensive Thaumaturgy and Elementalism spells are cast at 2x Spellpower/Duration/Magnitude. (fCharge = 2.0). Casting time increased to 3.
Mystic Charge +4 - Sustained
Offensive Thaumaturgy and Elementalism spells are cast at 3x Spellpower/Duration/Magnitude (fCharge = 3.0). Casting time increased to 3.
I never really used these abilities. The reason is that the cast time becomes fairly long (without they’re all instant cast) which generally results in a DPS loss, especially if your target is already dead by the time you’ve finished your cast. Mystic Charge +4 might be a bit different in the sense that while it does increase your cast time to an almost ridiculous level, the affected spells will hit crazy hard.
Flare - Single Target
Deals ((100.0 + (Spellpower * fCharge)) * FIREBALL_DAMAGE_FACTOR) Fire Damage to the target.
Your bread and butter spells at lower levels. Only five seconds cooldown, damage about like Arcane Bolt.
Flaming Weapons - Single Target
Adds ((Spellpower * fCharge) / 7.5) Fire Damage to the target's weapons for (20 * fCharge) seconds. To a maximum of (10.0 * fCharge).
Never liked this ability because it needs constant recasting. Also works for only one target. You can extend the duration and increase the damage with mystic charge, but then your standing around recasting all the time.
Immolate - Single Target
Deals ((100.0 + (Spellpower * fCharge)) * FIREBALL_DAMAGE_FACTOR) Fire Damage to the target instantly, and then again over time.
Very good ability. Fine damage output. It will be your standard damage ability besides Flare at lower levels.
Inferno - Circular Duration AOE
Deals ((100.0 + (Spellpower * fCharge)) * INFERNO_DAMAGE_FACTOR) Fire Damage to any targets in the AOE. Lasts (20 * fCharge) seconds.
Like the mage’s Inferno. It is instant cast without Mystic Charge, but basic duration is pretty short. Pretty decent AOE spell I would consider taking.
Decay - Single Target
If the target fails a Physical Resistance check, they take a (5.0 * fCharge) penalty to Str/Dex/Con for (20 * fCharge) seconds.
Slight damage and defense reduction for the enemy. Never took it.
Acidic Touch - Single Target
Deals ((100.0 + (Spellpower * fCharge)) * STONEFIST_DAMAGE_FACTOR) Nature Damage to the target over the course of (FLAME_BLAST_DAMAGE_DURATION / fCharge) seconds. Also reduces the target's Armor Rating by (10.0 * fCharge) during that time.
Most enemies don’t have terrible much armor, which is already covered by armor penetration. So it’s not an overly good ability.
Atrophy - Single Target
The target takes a (10.0 * fCharge) penalty to Str/Dex/Con for (20 * fCharge) seconds.
Well, it’s like Decay again. Pretty bad and boring.
Turn to Dust - Single Target
The target must pass a Physical Resistance check or die. Otherwise, If they pass the check, they suffer a (10.0 * fCharge) penalty to their Armor Rating for (20 * fCharge) seconds. Bosses instead suffer the Armor Rating penalty if they fail the Resistance check, and are not affected if they pass.
It insta-kills most enemies, but you do not get any EXP if you kill with this ability, so it’s shit.
Blood Rage - Single Target
Applies Berserk's bonuses/penalties to the target for (20 * fCharge) seconds. Only works on targets that can bleed.
Pretty decent if you like your ritualist to be more of a supporter.
Blood Potency - Single Target
Increases the target's Health Regeneration by (REGENERATION_HEALING_FACTOR * fCharge) and Mana/Stamina Regeneration by (REJUVINATION_REGEN_BASE * fCharge) for (20 * fCharge) seconds. Only works on targets that can bleed.
Pretty decent, if not very interesting.
Theft of Life - Single Target
Deals ((100.0 + (Spellpower * fCharge)) * (DRAIN_LIFE_DAMAGE_FACTOR * fCharge)) Spirit Damage to the target and restores the caster's Health by the same amount. Only works on targets that can bleed.
Drain Life but only against targets with blood which hinders its usefulness. Not very good, considering the previous talents have a different purpose (support).
Cauldron of Blood - Single Target
The target takes ((100.0 + (Spellpower * fCharge)) * VIRULENT_WALKING_BOMB_DAMAGE_FACTOR) Unresistable Damage over the course of (WALKING_BOMB_DURATION / fCharge) seconds. If they die while taking damage, they'll explode and deal Physical Damage based on their Max Health to any creatures nearby. Only works on targets that can bleed.
Walking bomb for creatures with blood. Walking bomb is fun, but there’s better abilities, especially if you have to invest four points just to get it.
Spark - Single Target
Deals ((100.0 + (Spellpower * fCharge)) * LIGHTNING_DAMAGE_FACTOR) Electric Damage to the target.
It’s like Flare but with longer cooldown. So take Flare first.
Charged Weapons - Single Target
Adds ((Spellpower * fCharge) / 7.5) Electric Damage to the target's weapons for (20 * fCharge) seconds. To a maximum of (10.0 * fCharge).
See above for Flaming Weapons.
Storm's Fury - Single Target
The target takes ((100.0 + (Spellpower * fCharge)) * CHAIN_LIGHTNING_DAMAGE_FACTOR) Electric Damage. The spell then arcs to any nearby hostiles and deals that much damage to them as well.
Not nearly as powerful as Mage’s Chain Lightning, less damage and no shocking. It’s instant cast however without Mystic Charge.
Eye of the Storm - Self
Creates a Tempest centered on the caster that lasts for (20 * fCharge) seconds. It deals ((100.0 + (Spellpower * fCharge)) * TEMPEST_DAMAGE_FACTOR) Electric Damage to any creatures in the AOE. The Tempest will move with, and not affect, the caster.
Interesting ability that unfortunately doesn’t work when you have a group with you. It also tends to give eye cancer after a while, so I stopped using it.
Darkness - Single Target
The target's Attack Rating is reduced by ((100.0 + Spellpower * fCharge) * HEROIC_OFFENSE_ATTACK_FACTOR) for (20 * fCharge) seconds.
Why using this when I can use damaging abilities instead?
Shadow Taunt - Single Target
Uncharged through third-level charge increases the caster's threat to the target by the equivalent of (Spellpower * fCharge) damage. Fourth-level charge forces the target to attack the caster.
If you wanna play a tank ritualist it seems to be pretty decent, which is probably doable, if a bit unorthodox.
Coruscating Shadows - Single Target
Confuses the target for (20 * fCharge) seconds.
Meh…
Night's Veil - Circular Instant AOE
All hostiles within the AOE must pass a Mental Resistance check or be confused for (20 * fCharge) seconds.
Pretty decent, but the prerequisites aren’t very convincing, so…
Fortify - Single Target
The target's Armor Rating is increased by (Spellpower * fCharge * ROCK_ARMOR_BONUS_FACTOR) for (20 * fCharge) seconds. To a maximum of (5 * fCharge).
Rock armor, which is good, but you have to recast it often.
Liquefy - Single Target
The caster must first hit with a touch attack. If successful, the target's weapon is destroyed unless it passes a Resistance Check. This check pits the caster's (Spellpower * fCharge) against the weapon's (Damage + Armor Piercing). This spell ignores Spell Resistance.
Never tried this one, but again: Why use this when you could deal damage instead?
Gaol - Single Target
The target is frozen and rendered immune to all damage for (20.0 * fCharge) seconds. This spell ignores Spell Resistance.
Force field, but shorter cooldown and casting time. Pretty good, but the prerequisites are bad.
Vaporize - Single Target
The caster must first hit with a touch attack. If successful, the target's Shield or Chest Armor is destroyed unless it passes a Resistance Check. This check pits the caster's (Spellpower * fCharge) against the armor's (Armor + Defense). This spell ignores Spell Resistance.
Never tried this one, but doesn’t convince me.
Spirit Crush - Single Target
The target suffers a (3.0 * fCharge) penalty to Willpower for (20.0 * fCharge) seconds unless they pass a Mental Resistance check.
The whole line doesn’t seem very good and pretty boring. At best it might help to prevent a boss from using abilities, which actually doesn’t seem that bad.
Vertigo - Single Target
The target's Attack Speed is reduced by (DISORIENT_ATTACK_SPEED_PENALTY * fCharge) and their Attack Rating is reduced by (DISORIENT_ATTACK_PENALTY * fCharge). This lasts for (20.0 * fCharge) seconds. In addition, the target may forget who it was attacking.
Meh…
Contortion - Single Target
The target's Attack Rating is reduced by (CRIPPLING_SHOT_ATTACK_PENALTY * fCharge), Defense Rating by (CRIPPLING_SHOT_DEFENSE_PENALTY * fCharge), and Movement Speed by PARALYZE_SPEED_PENALTY. This lasts for (20.0 * fCharge) seconds.
Seems like the same above? Mediocre.
Seizure - Single Target
The target seizes up for (20.0 * fCharge) seconds. They take ((100.0 + (Spellpower * fCharge)) * CRUSHING_PRISON_DAMAGE_FACTOR * ((20.0 * fCharge) / CRUSHING_PRISON_DURATION)) over that time.
Crushing Prison, which is obviously powerful.
Body Failure - Single Target
The target must pass a Physical Resistance check or die. If they pass, they instead collapse for (20.0 * fCharge) seconds. Bosses instead collapse if they fail the Resistance check, and are not affected if they pass. Does not work on Golems or Demons.
Same problem as Turn to Dust: The killed target doesn’t yield EXP.
Strike True - Single Target
The target's Attack Rating increases by ((100.0 + Spellpower) * HEROIC_OFFENSE_ATTACK_FACTOR) for 20 seconds.
Heroic offense, good as a supporter.
Wind Dance - Single Target
The target is affected by the Haste spell for 20 seconds.
Stacks with Mage’s haste, which is crazy since thanks to combat tweaks there’s no attack speed bug. You just have to recast it often.
Fearless Heart - Single Target
The target's Willpower and Constitution are increased by 10 for 20 seconds.
It’s ok, but needs recasting…
Comrades in Arms - Passive
Strike True, Wind Dance, and Fearless Heart now affect all allies.
Well, obviously powerful considering you get a buff that stacks with Mage’s haste.
Conjure Animal - Sustained
An animal is summoned to fight for the caster. A wolf if the caster is under level 9, a spider if they are under level 16, or a bear if they are level 16 or higher.
Conjure Construct - Sustained
A construct is summoned to fight for the caster. A zombie if the caster is under level 9, a wild sylvan if they are under level 16, or a steel golem if they are level 16 or higher.
Conjure Dragon - Sustained
A dragon is summoned to fight for the caster. A dragonling if the caster is under level 9, a drake if they are under level 16, or an adult dragon if they are level 16 or higher.
Conjuration Mastery - Passive
The strength of the summoned creatures is increased.
These four are pretty good and fun to use, but some of the creatures are very large and don’t fit very well through doors in dungeons.
Countermagic - Sustained
The caster receives a 25% bonus to Spell Resistance while this ability is active.
Advanced Countermagic - Passive
The Spell Resistance bonus is increased to 50%.
Expert Countermagic - Passive
The Spell Resistance bonus is increased to 75%.
Countermagic Mastery - Passive
If a single target spell is successfully resisted while Countermagic is active, that spell's caster is affected by it instead.
Very powerful, since you become almost immune to magic attacks (not all attacks that seem magical are spells however). Countermagic Mastery doesn’t work as well as it might suggest.
Pull - Single Target
The target is pulled to the caster's side. They take an amount of Physical Damage equal to the caster's Spellpower.
One of my favourite abilities. Deals decent damage and pulls most enemies directly in front of you on the ground (essentially like the Revenant Mass Pull, just single target).
Repel - Single Target
The target is shoved away from the caster unless they pass a Physical Resistance check.
This one does not deal damage unlike Pull, it shoves away only by a small amount, so it’s definitely worse than Pull. Still decent to interrupt enemy attacks by throwing them to the ground.
Mass Pull - Single Target
The target and all nearby hostiles are pulled to the caster's side. They take an amount of Physical Damage equal to the caster's Spellpower.
In my opinion the best and most fun ritualist ability. It has an extremely large radius, and deals damage like Pull. You can kill large groups of enemies in a couple seconds by using this and then follow up with some replicated AOE-abilities that don’t deal friendly fire (like Pride Demon Fire Blast).
Mass Repel - Single Target
The target and all nearby hostiles are shoved away from the caster unless they pass a Physical Resistance check.
Worse than Mass Pull, since it doesn’t deal damage and shoves away just a little. Would be better if the cooldown or the cost was lower than Mass Pull.
Deflection of Wooden Doom - Single Target
The target receives a bonus of ((100.0 + Spellpower) * HEROIC_AURA_MISSILE_SHIELD_FACTOR) to their Missile Defense for 60 seconds.
I never cared for the equivalent mage ability, so meh…
Aura of Sacred Defense - Single Target
The target receives a bonus of ((100.0 + Spellpower) * HEROIC_DEFENSE_DEFENSE_FACTOR) to their Defense Rating and a ((100.0 + Spellpower) * HEROIC_DEFENSE_RESISTANCE_FACTOR) bonus to their Fire/Cold/Shock/Nature/Spirit Resistances. This lasts for 60 seconds.
Considerable cast time and bonus isn’t too crazy, so…
Cobra's Favor - Single Target
Whenever a creature damages the target with a melee weapon, they take Nature Damage equal to the target's base Constitution score. This lasts for 60 seconds.
Long cast time, which might get on your nerves when you constantly have to recast it. Otherwise it’s pretty decent.
Incorporeal Passage - Single Target
The target can neither be hit by, nor hit with, physical attacks for 60 seconds.
Crazy long cast time (like 15 seconds). The effect is however as good as it seems, you are totally immune to physical attacks and can still damage enemies with spells.
Ward vs. Animals - Circular Duration AOE
Acts as a Glyph of Warding against creatures of the animal race. They do not get a Resistance Check and it lasts for 60 seconds.
Ward vs. Beasts - Circular Duration AOE
Acts as a Glyph of Warding against creatures of the beast race. They do not get a Resistance Check and it lasts for 60 seconds.
Ward vs. Demons - Circular Duration AOE
Acts as a Glyph of Warding against creatures of the demon race. They do not get a Resistance Check and it lasts for 60 seconds.
Ward vs. Dragons - Circular Duration AOE
Acts as a Glyph of Warding against creatures of the dragon race. They do not get a Resistance Check and it lasts for 60 seconds.
Ward vs Animals is the only instant cast ability, all other have cast time (the “better” the longer). They’re not very good considering most enemies are either human or darkspawn, plus the cast time. Judging from what I’ve tested they act more like a Glyph of Repulsion.
Steps of the Terrified - Single Target
The target cowers in fear unless they pass a Mental Resistance Check. If they pass, they instead take a MIASMA_SPEED_PENALTY penalty to Movement Speed. The effects last for 60 seconds.
Pretty bad.
Mind Rend - Single Target
Unless the target passes a Resistance Check that pits the caster's Willpower against their Cunning, their Cunning is reduced to 1 for 60 seconds.
Not good.
Close the Ways - Single Target
A Misdirection Hex that lasts for 60 seconds. Combos with Rend Mind.
Long cast time and misdirection hex was never an ability that I’ve used frequently on mage playthroughs.
Mystic Certámen - Circular Instant AOE
The Caster's Willpower is pitted against each of the targets' Willpowers in a Resistance Check. Any targets that fail take Spirit Damage equal to their maximum Mana/Stamina and have their Mana/Stamina pool emptied.
Mana clash, but has very long cast time, so it’s bad. It also affects yourself, which makes it very bad. There’s faster ways to kill yourself…
Touch of Nightshade - Single Target
The target's Attack Rating is reduced by WEAKNESS_ATTACK_PENALTY and their Defense Rating is reduced by WEAKNESS_DEFENSE_PENALTY. This lasts for 60 seconds.
More of the same, there’s already quite a few other abilities that essentially do the same. Still not good.
Infirm - Single Target
A Curse of Mortality that lasts for 60 seconds. Combos with Jinx or Paper Flesh.
Some cast time, doesn’t deal damage, so it’s bad.
Jinx - Single Target
A Death Hex that lasts for 60 seconds. Combos with Infirm or Paper Flesh.
Long cast time, why not use a Mage?
Paper Flesh - Single Target
Reduces the target's Constitution to 1. Any damage they have sustained will carry over.
Crazy long cast time and the effect doesn’t result in an instant kill as it might suggest. Avoid this.
Spellcrafting (Primal/Creation/Spirit/Entropy)
I’ll summarise these: After you get one of the specializations, you can put a skill point into the schools Single Target skill, which unlocks the first row of effects you can use with your Single Target skill. For primal, this is Nature damage, lower or increase Nature resistance, and increase Armor. The Cone, Area of Effect and Chain (like Chain Lightning) effects and corresponding effet sets are available much later, at level 12, 14 and 16.
The good spellcrafting schools in my opinion are Primal for damage dealing and Creation for support (you can get healing effects and another haste effect that stacks with Wind Dance and Mage’s haste if you wanna break the game). Spirit and Entropy are pretty bad in my opinion, since a temporary increase or decrease in stats like magic or willpower isn’t gonna do all that much by itself (and the increases/decreases aren’t that big). Note that some of the secondary effects (seize and petrify) of primal are quite game breaking since they last for a very long time and don’t break on damage.
Replication (Primal/Creation/Spirit/Entropy)
These skills are in my opinion the only reason to play this class. They’re the most fun and useful and it’s interesting to get them.
Now the problem is that you can replicate spells before you get the specialization, however you can’t access the learned skill without the specialization, which doesn’t make sense (you can set tactics for replicated skills however!). So to access the replicator skills you need the specialization, which however by default is not possible before level 16 because you need the Chain spell effect of the corresponding Spellcrafting specialization school. Now that doesn’t make much sense to me since the replication upgrades are available at level 1, 12, 14 and 16. So personally I recommend using the console command to give you the replicator specializations so you can always access the skills and see what abilities you can learn. The codes are (runscript addtalent …):
primal 96088
creation 96089
spirit 96090
entropy 96091
Now for the skills:
Partial/Full/Enhanced/Improved Replication (“Replication Level”)
Without any replication level skills, the damage of the learned abilities will in generally be negligible. However, secondary effects often work normally, so an ability like Desire Demons Scream might still be very worthwile just as an AOE Stun.
Partial and Full Replication make most skills deal some damage. With Enhanced Replication, skills become strong, with Improved Replication kinda broken. This rule is true generally for all replicator skills, so I won’t comment it too much again.
Aura of Fire (Rage Demon)
Deals free damage to anyone standing in range, however deals next to no damage without Enhanced/Improved Replication.
Fire Bolt (Pride Demon) / Frost Bolt (Pride Demon)
With Partial/Full Replication, it’s about like Flare or Immolate at lower cost, so pretty good. With Enhanced/Improved Replication it deals crazy damage (were talking about 150-250 damage at 80 cunning without any other damage boosting effects).
Frost Bolt currently seems unattainable as Pride Demons can’t finish the cast animation (bug) so you have to use the console command (Ability ID 96110) to get it. It works fine this way.
Lava Burst (Rage Demon)
Good but still balanced damage at higher replication levels.
Quake (Golem)
AOE Stun that deals moderate damage at higher replication levels.
Fire Blast (Pride Demon) / Frost Blast (Pride Demon)
At higher replication levels, these spells deal a quick 150 AOE damage right in the face. These are my go-to spells after pulling all enemies together with Mass Pull, ending fights within seconds (no friendly fire). Even at lower replication levels the skills are very good since Fire Blast knocks enemies down and Frost Blast interrupts attacks by freezing for a second.
Lightning Burst (Caridin)
You can use this skill like tempest (there’s no symbol on the floor to help targeting however) or as a point blank AOE on yourself. It does however deal friendly fire damage which will one-shot your group members with Improved Replication, so be cautious. Damage of the point-blank AOE is similar to Fire Blast / Frost Blast.
Scream (Desire Demon)
AOE Stun that deals damage. Very good ability that I’ve used often.
Mana Wave (Pride Demon)
Drains enemies of their mana and dispels enemy effects. I’ve never really used it.
Crushing Prison (Arcane Horror/Pride Demon?)
The spell is bugged and doesn’t do anything.
Drain (Arcane Horror?)
Mana clash that works correctly. Pretty good at higher replication levels. It doesn’t really restore your mana, but otherwise it’s a useful ability. I haven’t found where you can get it, so if you like to use the ability code, it is 96131.
Acid Spit (Deep Stalker)
I never got the stun effect, but this ability is pretty interesting since it has no cooldown except a short delay to activate its effect. The damage is very low without Enhanced/Improved replication.
Poison Spit (Poisonous Spider)
Strong DoT-effect. Good even at lower replication levels.
Vomit (Broodmother)
Damage isn’t too great and it has short range. Never really used it.
Stinging Swarm (?)
Unsure where to get it, probably was meant to be replicated from Arcane Horrors. It is bugged however and doesn’t do anything. If you want to try, the console command number is 96119.
Slowing Spit (Deep Stalker)
Bad ability that slows only movement speed a bit.
Web (Spider)
Very good crowd control ability that works on most targets. Replication level doesn’t seem to affect the duration though.
Howl (Wolf)
Bad ability that doesn’t do much.
Roots (Wild Sylvan)
Makes affected enemies unable to attack and deals high damage over a short time at higher replication levels. You cannot do anything however while the effect lasts (just as it is when Wild Sylvans use it).
Scare (Deep Stalker)
Penalty to attack for just a short time. Meh, not worth using.
Aura of Weakness (Shade)
It’s free regarding fatigue and mana and the effect is good since it’s passive.
Stop (Arcane Horror, not when paralyzing you, but when using the ability “Swarm”)
Doesn’t do anything at all at lower replication levels, at higher ones it paralyzes for a very short duration. Bad ability.
Cursed Dance (Desire Demon)
Playing as a male I’ve used the ability generally to throw enemies down to the ground (and make the occasional female sleep). Once you’ve acquired the Pride Demon abilities you might only rarely use it since it becomes outclassed. Besides the throwdown the skill is not very noteworthy.
I seriously can't tell you how many times I've used this guide.
I come here so much I've almost remembered the whole thing by heart.
Just you the console command: "runscript addtalent ____" the blank being inputing the number below. this worked great for me as despite meeting the requirements I could not unlock Elemental Archer, also this is great for implementing your own homebrew rules where as for me at lvl 14 I unlocked duskblade for my warlock this way as I felt the STR requirement is a bit ridiculous given that melee warlocks are ALREADY splitting their stats between Magic, Dex, Willpower, and Cunning, and thats IF youre leaving out Con lol. Hope this helps
Oh and also if you're looking to add a specific skill you just count up, for example if you only want the 4th skill in the skill tree of the subclass listed below take bladesinger "95729" and count up by 4 to get 95733 and that should give you the skill specifically youre looking for? I believe that will work at least lol.
1 Arcane Archer =95746 or 95563
2 Archmage =95583
3 Black Flame Zealot =95800
4 Bladesinger =95729
5 Daggerspell Caster/Mage =95553
6 Daggerspell Shaper =95558 or 95573
7 Dread Warlock =
8 Duskblade =95734
9 Elemental Archer W =95770
10 Essense Thief =96136
11 Hellfire Warlock =95693
12 Hexblade =95709
13 Invisible Blade =95785
14 Soul Reaver =95153
15 Soul Forger =95158
16 Child of Night =95164
17 Soul Blade =95169
18 Blood Dancer =95174
19 Spirit Shaman =95179
20 Reaver Warlock =95688
21 Black Guard =95699
22 Black Guard LOK =95704
23 Hexblade LOK =95714
24 Eldritch Warrior =95724
25 Duskblade LOK =95739
26 TEMPEST =95751 or 95568
27 Element Archer R =95775
28 Element Archer M =95780
29 Invisible Blade R =95790
30 EPIC WARLOCK =95795
31 BFZ =95800
32 DERVISH =95805
33 STALKER =95810
34 SWIFTBLADE =95578
35 ELEMENTAL ARCHER CHOICE T =95756
36 ELEMENTAL ARCHER CHOICE S =95757
NOTE: the above has some repeated item names but the "w", "r" "m" seperates the types to warrior rogue mage
--CHOICE EFFECTS--
AIR = 95758
EARTH = 95759
FIRE = 95760
WATER = 95761
SpellShaper Strings : 96000, 96001, 96002, 96003
\SP spellshapers amplificates the 4 groups of magic per school, etc: entrop vs create; the 4 above are the 4 schools of amplifications
RITUALIST : 95815
WARLOCK : 95612
SPIRIT EATER : 95060