Dragon's Dogma: Dark Arisen
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Nn Stan

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Nnstan

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About this mod

Update : Add X3 duration versions .Change Sorc and Mage single target enchant into mass enchant

Permissions and credits

Update August 17 : Added X3 duration version in Miscellaneous files


Update : added Standalone version in Miscellaneous files


Dragon’s Dogma original anime series premieres on Netflix September 17

This release include all of my previous mod for both Sorcerer and Mage class:
Maelstrom's Dark effect removal mod, Frigor EX mod, Voidspell EX mod, Ingle EX mod, Lassitude EX mod. Detail:
https://www.reddit.com/r/DragonsDogma/comments/gejavm/reduceremove_maelstroms_dark_effect/
https://www.nexusmods.com/dragonsdogma/mods/533  
https://www.nexusmods.com/dragonsdogma/mods/539
https://www.nexusmods.com/dragonsdogma/mods/543
https://www.nexusmods.com/dragonsdogma/mods/554

Change Sorcerer/Mage Enchant skills into the following:

Base Tier : same as vanilla no change.

High Tier: Enchant all allies (include friendly NPCs) in a medium area around the caster. Enchant power and duration is equivalent of vanilla High enchant aka Affinity.

Grand Tier: Increase radius further. Enchant power and duration is equivalent of vanilla Grand Enchant aka Pact.

Note :
- Max target is actually 8, in some case where there are too many applicable target the spell may priority other target before the caster, result in the caster not enchanted. Regardless this is a rare case that is likely won't happen in normal gameplay, so I don't think I should try to deal with it.
- The enchant projectile is just the same as vanilla one, its a projectile and it will disappear when it hit obstacle.

A demonstration video (note that this mod doesn't include fast casting mod, and some value like knockdown/stagger/damage may be
different in actual gameplay)



Any feedback/question/discussion is welcome, but I may or may not be able to Fix/change the mod (due to technical limitation, logical
limitation,....) .    


Instruction:
  • Make a backup of your wan.arc and stk.arc files ( in DDDA\nativePC\rom\wp\w1 ) and stk27.arc, stk00.arc (in DDDA\nativePC\rom\sk\s1\ ) as
    obviously it will overwrite if you have any other mod that change these files such as magic mods .
  • Download extract and replace wan.arc and stk.arc (in DDDA\nativePC\rom\wp\w1) and stk27.arc, stk00.arc (in DDDA\nativePC\rom\sk\s1\ ).  
Note :If you forgot to make backup and ran into problem you can download vanilla wan.arc and stk.arc from my modding thread https://www.nexusmods.com/dragonsdogma/mods/559

Credit :
Thanks to FluffyQuack for the Arctool.    
Thanks to other people who made Magic's mod here.   
Thanks to Pantea (Wyrm Hunt discord/ DDON Server) for helping with hex edit.

Some thought from making this spell/DDDA spell modding in general:
I was thinking about adding additional effect for enchant but I reckon this is already a huge buff anymore would be just powercreeping so I refrain from doing so. Some scraped ideas for additional effect:
- Add dim light effect to provide a small light on both pawns and player, useful in area where its easy to get wet.
- Enchant also affect enemies, but they'll get negative effect such as burning/freezing...., after a certain duration, the DoT will end in a large blast of elemental damage, multiply effect does not stack.
- Add additional elemental aura to enchanted weapon, making them dealing respective element damage and debuff on enemies that stay close. It might be kinda like Abyssal anguish effect from MK.