About this mod
A mod that overhauls the stats, attack behaviors, spells and abilities of most enemies in the game to present a credible challenge to end-game and New Game Plus players.
- Requirements
- Permissions and credits
If you have suggestions, feedback, or would just like to discuss anything related to this mod, please feel free to join our Discord community at: https://discord.gg/KtQUHSsHHY
Installation:
Extract the .rar content into the modmanager\Games\DragonsDogma2\Mods folder in Fluffy Mod Manager.
Mod Design: The main goal of this mod is to rebalance most of the enemies/monsters in the game so that they are strong or tough enough, in various ways, to challenge players that are in end-game gear and starting a New Game Plus. Each creature sub-variant is hand-balanced so that fighting against them feels interesting in different ways - an outcome that is impossible to achieve with blanked damage and HP modifiers. This mod takes a "lore" based approach, that generally sets up the power level of different creatures based on what you would expect from what they are and how large/powerful the lore says they should be.
Changelog details are at the bottom of this description.
Details
Chimerii
Chimera
- Much tougher in general
- Magic attacks are *extremely* deadly now
- Some resistance to magic
- Tail throw more deadly now
Gore Chimera
- Similar to Chimera except **extremely** resistant to magic, a bit more physical damage, similar toughness – strongly suggested to not rely on spellcasters against this creature
- Even more magic damage than the normal chimera (by a tad)
- Goat head much tougher
- Unique spells/head revival *much* faster
- *Much* more vulnerable to holy damage, especially the goat head
Minos
Minotaur
- Extremely difficult to get on top of/climb around on - much more capable of throwing climbers off now (can still be tired out by throwing enough people on top though)
- Quite a bit tougher - same weaknesses as base game apply
- Charge attack does *MUCH* more damage now (it turns out getting hit by a house moving at 40km/h does a lot of damage)
- Somewhat more resistant to all forms of magic (destroying horns still dramatically reduces this resistance though)
- Much harder to knock off balance
Gore Minotaur
- Similar changes to the base Minotaur but slightly less tough, more aggressive and higher damage
- Similar magic resistance to base minotaur but more physical defense comparatively (strike/blunt damage is still effective at breaking horns)
Griffon & Flying Beasts
Griffon
- Flies a bit higher now during combat - should be somewhat harder to hit and if you fall off it’s going to be a bad time
- Griffon lightning attacks are now almost the strongest in the game - beware
- Does much more damage and is tougher, being slightly stronger vs most magic (still somewhat weak to fire)
- *Much* more resistant to being knocked down/knocked off balance (hitting it in the face is still effective though)
Sphinx
- **Good luck**
Harpys
Harpy
- Still very easy to kill but does a lot more damage now
Venin Harpy
-Ranged AOEs a bit larger
- Poison is much more deadly now
Gore Harpy
- Made *MUCH* tougher and more resilient to physical damage (though shooting them in the face is still effective)
- Much more damage on their melee attacks now
- Weakness to ice replaced with weakness to fire
Succubus
- *Incredibly* more magic resistant now
- Physical damage is still somewhat low, and not very tough, but the power of their magic (as well as the AOE size) has been *massively* buffed
- Their unique soul suck ability has also been made much more deadly
Goblinoids
Normal Goblins
- Tougher, but still quite weak
- Quite a bit more damage, though still only a threat in very large numbers - capable of interrupting and killing casters if left unchecked
Choppers
- Slightly tougher than vanilla
- Do *much* more damage, especially with their ambush attacks
- More mobile
- Some resistance to non-weakness magic damage
- “Elite” chopper variants are now very difficult to stagger
Hobgoblins
- Warlord types (usually those using the big shield) have *very* strong guard defenses
- Elites have much more resistance to magic damage
- Elites do more damage
- Elites are much tougher to kill than the base game
- Normal hobgoblins are tougher to kill than the base game - do similar damage
Knackers
- Much more damage than vanilla game, and a bit tougher as well
- Elite variant *much* tougher and does very high damage - very aggressive - extremely difficult to stagger
Saurians
Saurian
- Made *much* tougher compared to vanilla - damage still similar - standard weaknesses remain
- Slightly more resistant to physical damage, especially non-slashing
Asp (Elite poison variant)
- Poison made *much* *much* stronger - you will want to cleanse this
- Toughness not much higher than normal saurians
- Deal much more damage, in addition to the poison additive
- Much more resistant to physical damage, less weakness to slashing (tail weakness remains)
Rattlers
- Resistances to physical damage increased even more (except for the belly weakness of course) - weakness to strike/bludgeoning damage reduced
- Resistance to fire and thunder strongly buffed, resistance to seism and other non-element magic also strongly increased - weak resistance to ice and holy kept the same
- You *must* roll these things with knockdown/strike damage to kill them (or overload with ice)
- Note that shooting these in the eye/belly is also very effective
- Belly is weaker to fire and slash damage now
- The speed and damage of Rattler rolls has also been increased
- Demonic variant buffed to have greater damage and even greater overall magic resistance, overall HP is slightly lower though
Lava Scale
- Made a quite a bit tougher overall, with somewhat more magic resistance
- Much more fire damage from their attacks
- Burning/overdrive mode made *MUCH* stronger - you need to use ice to deal with these
Thunder Saurians
- Extremely magic resistant now - magic will be very difficult to use against them (outside of ice damage) - this includes meteor, though maelstrom will still hurt them
- Damage increased greatly - thunder chargeup more dangerous now too
- Overall toughness is still somewhat low though - physical damage is the key here - chop those tails
Canines
Wolf
- Slightly tougher
- Much more damage (especially their “pack” attack)
Black Dog
- A bit tougher and deals a LOT of damage - fast, more “offensive” variant of the wolf
Red Wolf
- *Much* tougher than vanilla, a bit more damage
- Extremely resistant to fire damage - general magic defenses much higher as well
- “pack leader” variant even tougher
Garm
- Damage increased substantially, especially the unique “eat your character” attack
- Decently tougher
Warg
- Similar to Garms but even more damage, similar toughness
- Somewhat weak to holy damage, much less weak to fire, but still deals decent damage
Human Types
General
- Increased toughness across the board, especially for greatsword users and fighter-types
- Increased attack damage across the board, much more so for thief/mage/archer types
- The overall variety in the levels of these human opponents is fairly large, but from time to time, you may come across an *EXTREMELY* strong “hero” variant. Be careful.
Undead
Liches (Wights)
- Much more resistant to elemental damage, somewhat more resistant to “force” magic damage (seism and such), still weak to holy
- Strike damage remains a “semi-weakness”
- Overall vulnerability to damage when in “downed” state has been reduced
- Magical damage output is *much* higher now, though wights focus more on reliably hitting targets with their spells than doing raw damage
- Buffs have been made to the radius, homing ability and speed of most spells - specific buffs made to create more of an identity for each (for example, the homing bullets are now *much* better at tracking and hitting fast moving targets)
- Dark-damage focused spells are stronger, relatively, than the elemental spells cast by wights
Ancient Liches (referred to as “liches” in the base game)
- Similar buffs to Wights, however, they have *much* less of a weakness to holy (though holy remains the most effective form of magic/enhancement damage)
- Dark-damage spells are much stronger than wights’
- Overall damage output is much *much* higher
- Tougher than wights, though not excessively
- The ultimate undead magic user
Skeletons
- Caster variants do much more damage now and resist magic very well (except for holy)
- Greatsword variants do much more damage, similar toughness to fighter/basic variants though
- Fighter variants are quite a bit tougher, otherwise similar to base game
- Elite versions of each skeleton type are much more deadly now (higher damage mainly, bit more HP)
Skeleton Lords
- Extremely resistant to physical damage - very high guard stats now - strike damage works ok
- Much tougher than base game and do quite a bit more damage (overall, still more of a defensive monster though)
- Much more resistant to all forms of magic - still retains holy weakness though
- Will be very *very* difficult to kill these without holy damage
- Somewhat less strong against fire damage now
Dullahans
- Their super death spirit is much faster and very difficult to avoid now
- *Much* tougher, especially against magic - small weakness to thunder, big weakness to holy
- Incredibly difficult to deal physical damage against
- Melee attacks are also more lethal
- Life siphon paralyzes it’s target much longer
- Dullahans attack much faster as well
- When ghost wrapped, they are extremely difficult to damage with anything outside of holy - disengage and switch to other targets
Phantom/Phantasm/Specters
- All have now been made basically immune to most forms of damage except for thunder (still very resistant) and holy
- Specters have been made much tougher, but are slightly less resistant to all forms of magic
Cyclopean
Cyclops
- All variants have had their HP increased *massively* as befits one of the largest monsters in the game
- Eye weakspot is even more weak now to arrows and slashing - blunt/strike damage more effective smacking the head
- Armored variants of the cyclops have similar HP to the unarmored ones, though one or two “elite” variants have a bit more base physical defense
- Damage output of the massive club has been increased *significantly* - getting hit by a club the size of a house is going to wreck pretty much any class - don’t try to tank it
- All cyclops are much more resistant to becoming unbalanced as well - the elite variants even more so
Ogres
Ogre
- Generally made somewhat tougher and do more damage, though they have not been excessively modified as I’m fairly happy with where they are in terms of their balance
- Blunt/strike damage is much less effective compared to pierce/slash (except for very specific parts of their body)
- *Extremely* difficult to knock down/knock off balance - don’t even bother
Grim Ogre
- Similar to base Ogres, just with quite a bit more damage
Golems
Golem
- As tough as the base game (requiring weak point sniping) but does a LOT more damage with it’s laser now (and to a lesser extent body)
Draconic
Drakes
- Overall, made to be pretty much the strongest enemies (when operating by themselves) in the game - in general, you will need to be a vocation with high mobility, or be at least at light weight to have enough speed to avoid some of the more dangerous drake attacks - no more walking away from meteors
- Heart weakspot damage multiplier reduced - vulnerability time reduced - heart closed time increased - head is slightly less resistant to damage
- *Massively* more fire breath damage - do not attempt to tank this unless you have maximum fire resistance - physical damage on most attacks also increased
- Fire breath hits a much wider area - run away!
- More resistant to slashing and arrow damage in non-weakspot areas - strike damage somewhat more effective
- Most magic except for ice will be ineffective unless targeted at the heart
- Drakes are more mobile and attack faster now
- Silence zone is *MUCH* larger now
Lesser (corrupted) Dragons
- Somewhat less tough than Drakes though similarly deadly
- Weakspots (especially the heart) give much less of a damage multiplier compared to true dragons/drakes
- Overall weaker to slashing and pierce (bow) damage
- Weakness to Holy damage, “somewhat” weak to fire damage - lightning remains a good option to deal damage
- Acid/corruption pools are *extremely* deadly now
Chaos Drake (Purgenator - both variants)
- Breath weapon and chaos vortexes made *MUCH* more deadly
- Overall somewhat tougher, and a bit more resistant to magic
- Overall offense buffed substantially
- Island encampment version (which also shows up in other locations if you are using new game plus+ encounters) has a massively buffed eruption mechanic (though it’s body is less tough than the other chaos drake you encounter)
The Dragon
- Good Luck
Changelog
v1.0.6
- Lesser dragon and drake toughness brought down slightly
- All Saurian family creatures’ damage has been increased significantly - especially their unique attacks
- Lightning Saurians (“serpents”) made much beefier