Dragon Age 2

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Scorpion1082

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Scorpion1082

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About this mod

Changes a few important spells and potions

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*** Doubt ill be updating this anytime soon. i believe ive quit this game ***

I highly recommend using this mod with my other mod, which gives 15 different ways of changing how one gains tactics, spec points, ability points, and stat points during each level-up, WITHOUT modifying the amount of exp gained.

http://www.dragonagenexus.com/downloads/file.php?id=2383

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After playing through the game once (took 94 hours), there were a few costs and cooldowns that made certain spells or characters much less usable. They seem to have wanted to make the game more difficult by nerfing a few things and making battles happen via 'enemy waves' instead of the standard 'what you see is what you get.'

I realize there are other mods out there that change heal and potions, point requirements, and another major one that changes basically everything... but that's too much for my liking, and also not enough, at the same time.

So I decided to create this mod, which tweaks only the essentials, in my view:

Class/TreeSkill Cost Cooldown

Any
Potion Health 0 - 0 30 - 20
Potion Restoration0 - 0 300 - 120

Warrior
Warmonger Taunt30 - 20 20 - 15

Rogue
SpecialistSpeed20 - 15 5 - 5
SpecialistPower20 - 15 5 - 5
Sabotage Miasmic Flask 20 - 20 20 - 15

Mage
Creation Heal 30 - 30 40 - 20
Creation Haste30 - 30 60 - 30
Arcane Barrier 30 - 30 45 - 30

Anders
Vengeance Vengeance 20 - 20 20 - 10
Vengeance Panacea*40 - 20 10 - 10
Vengeance Aid Allies 35 - 35 50 - 30
Vengeance Regroup 45 - 40 120 - 60

Merrill
Dalish PariahWotE** 20 - 20 5 - 10
Dalish PariahBotF*** 50 - 40 20 - 10

Player
Assassin MoD**** 25 - 25 40 - 30
Blood MageBlood Magic50 - 40 20 - 10
Spirit HealerGroup Heal 30 - 35 40 - 30
Spirit HealerRevival 40 - 40 120 - 60

Class/UpgradeSkill Enhancement

Rogue
SpecialistSpeed Upgrade+5 - +10 Attack
SpecialistHarmony+5 - +10 Attack

*Panacea now does +200 HP regen, not +50 HP regen
**Wrath of the Elvhen
***Blood of the First
****Mark of Death

As far as I'm concerned, these changes un-nerf while still maintaining the air of difficulty the game provides.

The changes to the two potions are because some people don't want to use a mage at all. If you don't use one, you MUST use potions to heal. I feel Health potions, Elfroot potions, and Restoration potions-- not to mention Lifeward potions-- are definitely needed for that sort of thing, and giving a lower cooldown to these can make a non-mage playthrough much more likely (although not recommended, lol). The Elfroot and Lifeward were already at 30 seconds, so I left them as they are. The Lyrium and Stamina potions were left out purposely, since there are stamina and mana regen skills one can learn.

My reasoning behind the Panacea change, by the way, is because the player's version of Panacea gives an upgrade of +100 HP regen while also giving a much better group heal percent. Instead of removing the requirments of Panacea (meaning removing its need to be on to use his other healing spells), I decided to make it a more viable spell to keep, while at the same time giving a reason to use Anders for his healing skill tree. So now, if you're within the 6-meter radius, you will gain much more usefulness from his (cheaper to use) Panacea sustainable.

The change for Merrill's Blood of the First is because I felt if you wanted to run with just her as your mage, she should be able to have Elemental Weapons active, along with the normal sustainables (Rock Armor, Arcane Shield, WotE, BotF). In early game, Elemental Weapons won't help much, but it can help a great deal overtime, for those lengthier boss battles and harder to take-out lieutenants.

Versions:

There are two versions of my mod: Points and no points. The no points required removes the need for "points in tree" outside of the branch you're aiming for. Now, you will no longer need to waste an ability point in a skill you don't want just to unlock the upgrade or the skill you do want. PLEASE KEEP IN MIND, this mod does NOT remove the level requirement or the "skill X is required" parts. You will still need to get some skills or hit a specific level before obtaining many skills. I do not feel that removing those is balancing and you can always look to another modder or mod for those things.

Installation:

Drop into documents/bioware/dragon age 2/packages/core/override

Changelog:

1.01 - Added multiple Rogue skills
- Merged files and Readmes
1.00 - Released