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Changelogs
Version 2.02
Added an unarmed attack option if you have no weapons equipped. Scales with Strength ATK and Dexterity ATK and uses the single-blade dagger moveset, but does not allow the use of dagger abilities.
Fully disabled looting while in combat
Companions will now have correct skill trees while in Haven and Skyhold
Enemy melee and projectile attacks with a poise-break effect will no longer automatically stagger when blocked with a shield
Fixed location of AoE and VFX of Arcane Horror's Exhaustion Field ability
Fixed some inconsistent Focus costs in the Willpower tree
Fixed Fire Mine damage being lower than it should be
Fixed Spellbinder conditional immunities not turning off
Fixed bows to properly scale with ATK
Fixed mistimed sound on bow basic attack and Long Shot
Reduced time for Poise to refill from 30 seconds to 5 seconds
Increased base Barrier to 1000 and Barrier gain per point of Willpower to 100
Added invulnerability frames to ripostes
Reduced health of hyenas, Deepstalkers, Assassins, Red Templar Shadows and Horrors
Removed Slow immunity from Assassins and Red Templar Shadows
Walking Fortress now also provides immunity to physical effects, staggers melee attackers and disables rolling
Guard Counter (Mighty Blow) damage bonus reduced from 100% to 50% (total damage of 225% weapon damage)
The Skirmisher and Shot from the Shadows upgrades for Flank Attack and Leaping Shot now apply Stealth for 4 seconds, which does not drain Focus
Enemy Mages and Spellbinders no longer have unconditional resistance to their elements
Enemy Mages now gain Fear and Sleep immunity at level 10
Removed Fear and Sleep immunity from Assassins, replaced with Poison immunity at level 10
Enemy Guardsmen now lose Poise when blocking attacks
Attacks from enemy Guardsmen now have increased stamina drain when blocked
Shield Bash attacks from Genlock Alphas and a sword-and-shield wielding Envy now have increased stamina drain when blocked
Reduced damage and tick frequency of the Red Templar Horror's spirit damage aura and Hand of Korth's electricity aura
Reduced Burning damage from fire-imbued Wraiths
Removed respawning Red Templar Archer adds from the Envy boss fight
Increased cooldowns on Arcane Horror's abilities
Removed stamina consumption from Fade Cloak
Removed stamina cost from Explosive Shot and Spike Trap (will still consume stamina when using, but can now be activated at 0 stamina)
Updated Gore and Trample description to reflect the new effect
Removed reference to bonus damage in Flawless Defense description
Fixed some descriptors incorrectly listing a stamina cost instead of Focus cost
Toned down VFX on Spinning Blades
Looting from chests and containers is now instant
Version 2.01
Fixed freezing in DLC menus
Fixed inaccurate descriptor on Guard Counter upgrades
Looting corpses and materials is now instant
Version 2.0
Rolling attacks - when under 75% equip load, a special attack will be performed when activating a basic melee attack or a Shield Bash while recovering from a roll
New item passive effects (some existing passives have been replaced with these, some of your items may now have different effects)
New passive abilities: Acquired Immunity and Mental Fortress
New upgrade effects for Mighty Blow (two-handed and weapon and shield), Shield Bash, Fade Cloak, Stealth and Knockout Powder.
Fixed dagger hitboxes on warriors
Warriors starting with a sword and shield will now be able to roll in the prologue without reloading (this will be a medium roll, if you reload it will upgrade to a fast roll as the equip load upgrades with your Constitution)
Fixed Burning damage calculation for Fireball, Wall of Fire, Fire Mine and Elemental Mines
Fixed Spinning Defense not providing bonus damage
Fixed many abilities not allowing move cancel in recovery
Removed class restrictions from many accessories
Fixed several abilities scaling from attributes instead of ATK
Balance changes
Changed formula for calculating ATK values - now scales more aggressively at low stat values, diminishing returns start at stat values of 30 and 50
Minimum damage reduced to 25
Reduced recovery time before another ability can be activated across the board
Increased base equip load by 5
Base value of healing from healing potions reduced to 200, additional healing from upgrades increased to 100 each
Blocking with Shield Wall can now be cancelled out of with attacks and abilities
Bonuses from "Break" upgrade for Mighty Blow (weapon and shield) now folded into the base ability
Improved responsiveness of roll, allowing to chain into an ability or another roll
Increased the recovery time of the mid-roll (>75% equip load)
Added additional hits to Flurry upgrade to Spinning Blades
Neverending Spin upgrade to Spinning Blades now requires you to continue pressing the ability button to continue the combo
Additional slashes in Neverending Spin upgrade to Spinning Blades consumes 20 stamina each
Removed knockdown on Neverending Spin upgrade to Spinning Blades
Removed flanking damage bonus from Twin Fangs
Unyielding Fangs now has damage bonus of 150% when facing the target, but cannot crit when flanking
Whirlwind no longer consumes stamina when entering charge stance, but still disables stamina regeneration while charging
Removed damage bonus for hitting knocked-down targets with Mighty Blow (two-handed)
Warriors now start with medium armour instead of heavy
Replaced Clear a Path in the Strength tree with Fury of the Storm
Stealth now costs 10 Focus per second, and turns off when at 0 Focus. This also applies to abilities and effects that grant Stealth, such as the Skirmisher upgrade for Flank Attack, but does not for Cloak of Shadows
Stamina regeneration is disabled while in Stealth
Moved Stealth to tier 2
Removed damage bonus from Stealth
Dexterity no longer provides critical chance, now slightly improves armour penetration (0.4% per point)
Sneak Attack moved to tier 1 and now provides 100% critical chance
Removed Knife in the Shadows and Cull the Herd from the Cunning Tree
Moved Mercy Killing to tier 3
Moved Rally to Constitution tree
Replaced Gaps in the Armor in the Dexterity tree with Throatcutter
Gore and Trample upgrade for Charging Bull changed to a damage bonus after hitting an enemy during charge
Reduced base duration of Knockout Powder to 5 seconds, Deep Sleep adds an additional 5 seconds
Rogue starting abilities changed to Evade and Twin Fangs (daggers) or Long Shot (archers). If starting as human, dagger-users also receive Parry and Riposte, and archers receive Poisoned Weapons
Elemental Mines base damage reduced to 1.5x Cunning ATK
Set burning damage of Elemental Mines to 0.5x Cunning ATK
Throw Everything upgrade for Elemental Mines no longer consumes all stamina and Foucs, instead passively drops 3 additional traps every 3 seconds for 10 seconds
Increased burning damage of Consuming Fire upgrade for Fireball to 1x Magic ATK, reduced duration to 4 seconds
Reduced bonus damage of Spinning Defense upgrade for Parry and Riposte (two-handed) to 25% (total of 250% weapon damage)
Damage of Devour and Dragon Rage reduced to 3x (Strength ATK + Magic ATK)
Set damage of Lightning Cage upgrade for Static Cage to 1x Magic ATK
Reduced health of spiders
Reduced Poise bonus from Steadfast to 60/120/180
Reduced ATK bonus from Agile Attack to 10/20/30
Reduced elemental damage and magic defence bonuses/penalties from Elemental Warding and Affinity to 10/20/30%
Changed damage of Explode On Kill effects to a flat 50/100/150
Fixed Twin Fangs descriptor mistakenly listing a cooldown
Fixed Blizzard descriptor mistakenly listing cost as mana per second
Fixed inaccurate burning damage descriptor for Searing Glyph
Removed several "[Attribute] on unlock" descriptors from passive abilities
Folded max and current equip load description into one ability
Added a status effect that will display your current equip load %
The first corpse in the prologue will now contain a Tactician's Renewal (don't use this until you clear the first rift and have the ability to view your character record) and a set of armour and weapons of every type
Sigils may now be purchased from the stall where Tactician’s Renewal amulets are sold
The merchant in the Skyhold courtyard will now sell many Fade-touched materials. Materials with tier 1 abilities will be sold from level 12, tier 2 abilities at level 15 and tier 3 abilities at level 18
Changed animation of Shield Bash (from the end of the basic attack sequences for swords in vanilla)
Changed animation for Barrier, Ice Armour, Heal and Mighty Offense (also applies to enemies)
Version 1.02
Fixed Arcane Horror's Exhaustion Field ability sometimes teleporting
Fixed various abilities not properly providing +3 to their attributes
Fixed Challenge stamina cost
Removed To the Death cooldown
Fixed En Garde to provide 25% Guard per hit
Fixed Deep Reserves to properly provide stamina regeneration
Fixed Frost Step to properly scale with Willpower ATK
Fixed Shielding Purge providing 25% Guard instead of 50%
Fixed Life Ward to properly provide bonus healing
Fixed Haste not applying Silence debuff at end of effect
Fixed Rally to apply Silence at end of effect instead of after casting
Fixed Grappling Chain kick damage
Fixed Livid not consuming ability cost
Fixed various abilities freezing character after using
Fixed Devour consuming Focus twice, and distributed stamina cost across both hits
Fixed default duration of Fade Cloak
Removed Enduring Cloak upgrade for now as it is not working
Fixed Toxic Cloud/Explosive Toxin damaging player
Fixed Toxic Cloud damage calculation
Fixed Explosive Toxin damage
Fixed Toxic Cloud item passive damage
Fixed Lasting Mark upgrade to properly increase duration
Fixed Infected Wounds upgrade to provide bonus weapon damage
Fixed Stealth to properly consume Focus with Lost in the Shadows upgrade
Fixed Rude Awakening multiplying its damage by 6
Fixed Caltrops damage to scale with Cunning ATK
Fixed Shielding Shadows to provide 50% Guard
Fixed right-hand dagger basic attacks not causing damage
Increased Throw the Gauntlet stamina regeneration to 25, and duration to 10 seconds
Changed Deep Reserves bonus stamina regeneration to a flat 20 per second
Reduced Throwing Knives damage to a flat 75
Increased maximum range of Throwing Knives
Energizing Step now restores a flat 25 stamina
Reduced stamina cost of two-handed Riposte
Reduced additional Poise damage of Pommel Strike to 300%
Reduced Toxic Cloud base damage and poison damage to 1x Cunning ATK
Removed Mark of Death stamina cost
Increased base duration of Mark of Death to 15 seconds, Lasting Mark bonus duration to 7 seconds
Changed damage bonus of Infected Wounds to a flat bonus to weapon damage equal to 0.2x Cunning ATK
Reduced damage of Rude Awakening to 3x Cunning ATK
Reduced Decloaking Blast damage to 3x Willpower ATK
Reduced Winter's Ruin bonus hit damage to 3x Magic ATK
Reduced Spinning Blades damage to 70% per hit
Fixed various inaccurate descriptions
Renamed Strong Attack to Mighty Blow
Version 1.01
Fixed crashing on East Road of Hinterlands when approaching Mihris.
Fixed crashing at start of Crestwood when approaching Grey Wardens fighting corpses.
Overview
This is an extensive combat and character build overhaul inspired by the Dark Souls series and similar games. Combat balance and mechanics have been drastically changed to recreate the deliberate, hard-hitting pace of the Souls games, and levelling has been revamped to provide a classless experience with a large amount of build variety.This mod is designed for solo playthroughs; playing with other characters in your party will generally trivialise encounters. If you want to bring companions for banter/story, you can turn off their AI in their character record screen. In addition, party members who are not being controlled will become immune to damage and be ignored by enemies, ensuring they do not interfere with combat.
A gamepad is recommended for this mod.
For a full guide to the mod, please see the readme.
Key features
Rebalanced, impactful combat
Combat has been overhauled to recreate the hard-hitting feel of the Dark Souls games. Designed for a solo experience, enemies have drastically lower health, allowing regular enemies to be taken out with basic weapon attacks. A Poise mechanic adds weight and impact to attacks, while an increased focus on stamina management emulates the deliberate pace of Dark Souls. All characters also come with a dodge roll by default, overriding the jump button when in combat.
Classless build variety, increased control over and importance of stats
All class restrictions of weapons, armour and abilities have been removed, allowing for a much larger range of character builds. Levelling has also been overhauled so you have more control of your attributes, allowing you to assign attributes on levelling up rather than through crafting.
Attributes are now also much more important; weapon damage scaling is more dramatically affected by attributes, and spell damage is determined directly from your Magic or Willpower attributes, rather than from weapons. Basic elements of your character, such as stamina, Focus and amount of armour they can equip, are also affected more through your attributes.
New and overhauled abilities
Many abilities have been rebalanced for the new combat system, and some completely new abilities have been added, such as a basic healing spell. Item passives have also been completely overhauled, with a variety of entirely new effects, many inspired by items from the Souls series and other games.
Increased enemy variety
Many enemies and bosses have been overhauled, with updated and some completely new abilities. Some enemies, such as mages, have had their movesets significantly expanded and are much more dangerous as a result.
Variety of enemies is also much greater, with different factions of enemies differing more in their movesets. For example, a two-handed warrior from the Venatori will use Livid and Whirlwind, while one from the Sentinels will have access to magic abilities such as Barrier and Disruption Field.
Installation and compatibility
This mod requires Frosty Mod Manager (1.0.5.9 or later). If you don't have the Trespasser DLC the mod should still function fine, but you may not have access to some ability upgrades.
Unzip all files and import Dark Souls Combat Overhaul - main file.fbmod and Dark Souls Combat text.daimod into Frosty Mod Manager. Select them and click "apply mods" before launching the game through Frosty. You may get a warning message saying that the mod was designed for a different patch version, but this shouldn't be a problem as long as you have a genuine copy of the latest version of the game.
Do NOT install Dark Souls Combat - Trespasser module until you are actually in Trespasser.
The main mod will be incompatible with any other mod that edits abilities, difficulty, weapons or armour, including crafting schematics. I don’t know how the mod will fare with cosmetic mods; if in doubt, you can check compatibility via Frosty Mod Manager.
The text file may be incompatible with mods that edit the game’s text strings. Font mods will work. Mods that edit dialogue text seem to be compatible.
Be wary of bugs
There are a few bugs and quirks to watch out for. Please see the quick-start guide and known issues sections of the readme for more information.
Acknowledgements
Thanks to everyone who downloaded the beta version and provided feedback, it's been a big help.