Dullahan is a massive overhaul to all the vocations in DD2, which expands their gameplay options while reworking some of the cheesiest and most broken skills in the game, and adding new custom skills for you to play with. On top of that, it's completely modular, meaning you can choose exactly which changes you want.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 4.20
Fixed some crashes with rearmament
Version 4.19
Rearmament is now a core skill. Press Switch Weapon Skill + either Grab or Sheathe/Unsheathe button to use it.
Windstorm Slash: pretty big rework, check description
Magick Archer can now kick while climbing monsters
Fixed an issue where some skills would restore all your stamina
Fixed a lua error when starting a new game
Version 4.18
Fixed Eviscerate sometimes restoring stamina
Fixed Eviscerate not calculating skill level properly for some users
Fixed Crossing Maw not working with your weapons sheathed if you were using the no unsheathe feature of the unofficial patch
Fixed some skills being unable to be purchased under rare circumstances
Version 4.17
Removed "No unsheathe" feature. An improved version of it is now part of the Unofficial Patch
Removed double jump for all vocations (thief still has it). If you want more vertical mobility, use my Additional Pawn Commands mod. This feature may come back in a different mod but it doesn't belong in a vocation overhaul
Version 4.16
Another attempt at fixing the stamina regen bug
Version 4.15
Fixed a bug causing stamina to not regenerate sometimes
Uncharged Warrior skills now consume less stamina
Version 4.14
Shieldless fighter features are no longer part of the mod, you can find them in my SOS compendium if you want
Magic weakspots is no longer part of the mod, it's now in the unofficial patch
Reduced the damage of crossing maw
New skills now have higher unlock requirements
Skiedragoun’s Feste no longer prevents yeeting. Yeeting prevention is now part of the unofficial patch
Removed my fix for custom shells damaging NPCs. A better version of it is now part of the unofficial patch
MS bonus damage when standing on monsters no longer applies if the monster is knocked down
Stamina items and Ravinor’s Hond no longer restore stamina if you have Mirour Shelde active.
Stamina items no longer restore stamina during levin’s follow ups
Lifetaking arrow: no longer deals any stagger.
Martyr’s Bolt no longer leaves you on the ground after it finishes
Removed manual reduction of Meteoron's magick damage to golems. This is addressed by the unofficial patch
Fixed a bug where the level of custom skills wasn’t being accessed correctly for some people
Version 4.13
Burst Bolt damage increase now affects Sorcerer pawns
Trickster basic attacks are now faster
You can now use instant reset after concussive leap and viceversa
Uncharged Warrior skills are now faster
Mystic Spearhand can no longer fly infinitely by spamming bolts in the air.
Mystic Sperhand: extra wave on heavy attacks no longer a thing. It’s now a Weaponlord effect tied to soul of antiquity
Mystic Spearhand: Winding Cut finisher is now 20% faster
Fixed moment’s charge not working as intended. It will now slow down enemies for a long time like vanilla, but it now consumes 35% of your stamina (lvl1 consumes a bit more)
Bolt now slows down large enemies by 50% instead of 70%
Decanter slowdown now stacks with other enemy speed changes
Archer special arrow skills slowdown now stacks with celerity rather than overwriting it
Fixed issues with the thread API for newer REF versions
Version 4.12
End levitate feature: now works by pressing the levitation button again while casting a spell while levitating
Flagration: can now be cancelled instantly
Fixed Miasma’s aerial casting bug for good
Increased Miasma’s cast time to 3.5s and Brontide’s cast time to 6s
Augural Flare: will no longer fizzle out early
Burst Bolt no longer explodes instantly
Mage basic attacks reworked much like Sorcerer's. Check description for more details
Enemies hit by focused bolt deal 30% less damage for 30 seconds
Version 4.11
Scarlet Kisses damage nerfed by 30% (only on the ground)
Explosive shot: nerfed stagger and nerfed damage further, check description for more details
Magick Archer nerf: core attacks and sagittate avalanche no longer deal physical damage
Magike Canon: soft lock now enabled for the casting animation
Magike Canon: bolts no longer go through walls
Magike Canon: when struck by shells, it will now use the rotation of the shell to determine the rotation of the bolts
Magike Canon: the bolts now come out of the cannon position rather than the hit position
Magike Canon: can no longer ragdoll small enemies
Magike Canon: adjusted tracking distance, time and starting rotation, bolts will now have an easier time hitting enemies uphill despite not being able to clip through the ground
Magike Canon: sagittate damage nerf no longer affects it when using a magic bow
Magike Canon: will no longer deal elemental damage and apply status effects
Ruinous Segil can no longer deal elemental damage and apply status effects
Fixed an issue where brontide wouldn’t always deal lightning damage and would sometimes apply status effects other than daze
Fixed an issue where brontide would sometimes bypass enemy defenses
Fixed an issue where brontide would make your pawns hit for 30x more damage
Version 4.10
New Mystic Spearhand skill: Magike Canon
Winding Cut can now be held for a longer time and requires only 1 input every second to hold. Starting it now requires 1 more input.
Scarlet kisses only requires 1 input every second to hold
Nerfed Crossing Maw stagger rate from 0.5 to 0.3
Fixed an issue where Segil could be used with your weapons sheathed even if the no unsheathe feature was toggled off
Fixed an issue where Fighter's shieldless block wouldn't appear in the right place in the UI if you had remapped the vocation skill button
Improved the way changing shell size is handled for some skills
Improved the way of removing gravity from Serac projectiles
Version 4.9
New Archer skill: Downpour Volley
Archer's special arrow skills change now affects pawns
Improved Ingle targeting
Martyr's Bolt now makes you exhausted when it ends
Fixed Martyr's Bolt not working properly
Fixed new MS heavy attack wave tracking Golems incorrectly
Fixed Ruinous Segil being usable mid air
Fixed Ruinous Segil allowing you to do a critical hit sometimes
Fixed Ruinous Segil using Unto Skie instead under rare circumstances
Version 4.8
New Mystic Spearhand skill: Perilous/Ruinous Segil
Reworked light and heavy attacks of Mystic Spearhand. Check the description for more details
Frigor sweet spot made more lenient
Celestial Paean: stamina penalty no longer makes you exhausted
Fixed a bug making vorpal effluvium absurdly broken and reduced the speed bonus on the dash attack
Fixed a bug where using Crossing Maw right after rearmament wouldn’t properly put your shield on your back
Version 4.7
Fixed a bug where Crossing Maw speed wasn’t always getting applied
Crossing Maw: reduced hitstop
Improved Serac’s colors (ice trail will no longer disappear suddently when hitting something)
Brontide: nerfed the daze buildup of the ending bolts. Reduced damage by 20% and stagger by 80%
Vorpal effluvium: now has a visual effect indicating that it’s active. Reduced the speed bonus a little bit
Fixed Flagration and Frigor buffs not working
Fixed fighter shieldless block having an unintended vfx the first time you used it
Version 4.6
Pawns can now parry with Tidal Wrath rework active
Fixed Serac projectiles going up/down if you had more/less than 60FPS
Fixed a rare lua error
Version 4.5
Fixed Serac not working if you haven’t yet purchased high salamander
Fixed an issue with Serac applying the ice shader before you actually get the effect
Arc of Might stamina cost change now affects pawns
Decanter rework now affects pawns. Please note that pawns only use this skill to heal.
Eviscerate: reduced recovery after the pull
Crossing Maw: can now be used with a shield
During Brontide, Celestial Paean will now be able to restore your stamina. Items still can't
Reworked calc damage value code to keep track of the receiver more easily
Version 4.4
New Sorcerer spell: Serac
Fixed an issue with Brontide dealing inconsistent damage and adjusted the damage to compensate
The staff hits now deal some damage during Brontide
You can no longer recover stamina during Brontide
The new archer special arrow skill slowdown is now compatible with Weaponlord’s Veteran’s Arc. Increased speed penalty from 10% to 20%
Custom skill shells will no longer deal damage or stagger to friendly NPCs and pawns in combat (mainly affecting Ingle and Brontide)
Reduced speed of Crossing Maw
Version 4.3
Fixed an issue with Tidal Wrath not working
Fixed an issue with Miasma not working if cast during levitation
Fixed an issue where Magick Archer could cancel an air kick with a light attack
Nerfed Martyr’s Bolt damage against non-boss enemies
Version 4.2
Two new skills:
- Brontide for Sorcerer. Works like DD1's skill - Crossing Maw for fighter. A powerful, two-handed double slash only usable without a shield
Some core mechanic changes:
- Sorcerer basic attacks: faster startup and faster cancel. They now actually feel good to use! - Fighter can now block without a shield. It's not as strong as using a shield though!
Some tweaks to previously added skills and effects, per people's requests:
- Ingle projectile is now bigger and no longer has that aggressive tracking. Tweaked speed, lifetime and stamina cost. Oh, and it will no longer fuck off in random directions. - Miasma can now hit several enemies at once with full power. - Frigor sweet spot mechanic now has a visual indicator (your character flashes). Also, now it takes into account the position where the spell hits rather than the position of the enemy. - Smoke Shoud: now works like flash pods. Starts with a cooldown of 10s and increases by 10s every time you use it. If an enemy is in the air, it will ignore the cooldown and always stagger them, but you can only do it once per enemy. Made much more consistent at staggering drakes. Every time a (boss) cooldown refreshes your character flashes. - Indomitable Lash: reduced charge time from 2.75s to 2.375s. - Eviscerate: improved tracking and now plays the swipe on bosses. Can no longer be used mid air.
The final set of tweaks to vanilla skills:
- Archer special arrow skills can now be used without arrows, but consume more stamina and are a bit slower in this case. - Empyrean now deals 20x damage against non-undead enemies. This still makes it about half as strong against regular enemies as it is against undead. - Tidal Wrath: you can now choose between horizontal or vertical parry with a light/heavy attack. And you can use barge to cancel the blocking. Now only lvl2 version gets the speed up. - Inspirit: can cancel stagger, and you can’t get staggered out of it. Stamina cost increased to 150 - Boltchain stake: now deals 5x more dazed status - Fragrant Alarum: now restores stamina for the whole party - Seism: base damage scales with magick now
And some much needed tweaks and fixes:
- All the stamina changes are now properly affected by Zeal and Dragonforged blessing - New skills now actually have different lvl1 and lvl2 versions (the change from lvl1 to lvl2 version is reflected in the description) - You can now concussive leap after using footpad - New and replacer skill names, videos and descriptions now show up in the stats screen and the dragonforged menu - Fixed an issue where shield pummel on heavy attack wouldn’t happen if the enemy was on the ground or if you were above an enemy - Fixed an issue where the no unsheathe feature didn’t affect Tidal Wrath (for some god-forsaken reason) - No unsheathe feature now affects fighter’s block - Fixed an issue where eviscerate and ingle were wonky with weapons sheathed - Fixed an issue where buying but not equipping the new skills wouldn’t properly buy them - Fixed a few lua errors - Tweaked the unlock rank and cost of Ingle and Eviscerate
Version 4.1
Rewrote and optimized the entire mod
Ingle and Eviscerate no longer replace Decanter and Diluvian Strike, but are COMPLETELY NEW SKILLS
Decanter: it slows down enemies it hits by 50%, stamina cost is now constant while channeling it rather than on cast
Diluvian Strike: is faster to use and has less recovery frames
Frigor: it now has a “sweet spot” mechanic, where it deals 30% more damage if you’re at the right distance from your target.
Solemnity: reduced charge time from 3.5s to 2.5s
Ignited Blades: longer enchant duration (20/30s)
Shadow cloak: enemies are now far less likely to target you while using this skill
Gutting Skewer: 30% DR while using it
Fragrant Alarum: now restores stamina instead of consuming it (lol)
New skills now have different lvl 1 and lvl 2 versions (not really, only in the UI), with different descriptions (videos are still the same) and proper help text. Same for the replacer skills
The new skill videos have been remade and are now 60 FPS, with close camera and in the same location as vanilla skill videos, and with the same gear as vanilla
Celestial Paean nerf now only affects the player
Shield Pummel as a shield heavy attack and Twirling Cut replacing Shield Pummel are now a single config option
Suffocating Shroud as a charged attack and Vorpal Effluvium replacing Suffocating Shroud are now a single config option
Concussive leap as core skill and instant reset replacing concussive leap are now a single config option
Galvanize swap is now only for Miasma.
Celestial Paean nerf now only affects the player
Fixed an issue where Magick Archer wouldn’t kick while walking (lol)
Fixed an issue where sagittate avalanche balls wouldn’t disappear after shooting
Fixed an issue where skill names in the skill UI were not reflecting the changes until you selected the skill
Forbeding bolt no longer homes in to targets cause it really didn’t do anything
Version 4.0
Two new skills: Ingle and Miasma
New skills now show up in the skill selection UI with their own descriptions and videos
Reworked Forbeding/Redouted Bolt
Unto Heven deals damage now
Martyr's Bolt rework
Quickfire damage and range tripled
Seching Blade now shoots 4 projectiles at once
Sorcerer basic attacks are now a bit slower but regen more stamina
Burst Bolt no longer regens stamina
Meteoron no longer deals physical damage
Levitation will end if you finish charging a spell so you don't have to wait before casting it (how is this not a thing in vanilla lol)
It is now possible to target enemies with Galvanize replacement skills, and as a result more skills have been added to the list
Twirling Cut and Eviscerate now have proper soft lock
Smoke bomb is now more transparent
Fixed an issue where Twirling Cut had more stagger than intended
Fixed an issue where pawns would randomly use Shield Pummel without having the skill equipped
All timers now work properly, taking FPS into account
Magick Archer and Mystic Spearhand also have weakspot sounds with magic attacks now
Changed the damage changing method (AGAIN) so it doesn't touch damage rates and so action rates aren't changed with multipliers which can cause problems if a shell hits more than once
Empyrean buff now affects Weaponlord’s Exalted
You can no longer bypass augural flare's damage nerf by switching weapons before it explodes
Hagol damage buff removed
Can now use concussive leap after Dragoun’s Foin
And a few more minor fixes
Version 3.12
Empyrean now deals double damage against undead
Mystic Spearhand's anti ragdoll feature is now only for Skiedragoun's Feste
You'll no longer unsheathe your weapons when sitting at an oxcart and attacking
Fixed an issue where heavy attack text swaps would overwrite "Doze off" text
Version 3.11
Polished the no unsheathe feature a little bit more
Included my magic weakspots mod
New Trickster skill: Vorpal Incense, a buff that makes you deal damage with regular censer attacks, and makes them faster
Suffocating Shroud and Concussive Leap (thief only) now consume no stamina when used as core skills
Reduced Instant Reset stamina cost from 150 to 100
Skullsplitter stamina nerf also applies to NPCs and pawns now
Increased the stamina cost of ensnare/implicate from 125 to 200. This change affects pawns and NPCs
Draw and quarter no longer benefits from thief bonus climbing damage
The damage of flagration now ramps up by 10% with each hit
Reduced the rate at which levin follow ups ramp up in damage. Now you'll get to 5 times the damage at the 7th hit.
Levin follow ups now cost twice as much stamina
Hagol cast time back down to 4 seconds
Optimized the way the script handles lists
Fixed some thief changes not working
Fixed a few issues with responsive conversion
Version 3.10
Fixed an error when throwing objects at enemies
Mystic Spearhand won't get ragdolled off monsters for 2 seconds after using Skiedragoun's Feste, heavy attacks, or wild furie
Version 3.9
Most damage and stagger changes now affect pawns and NPCs
Levin's follow ups now have a damage limit
Version 3.8
Updated to the newest version of the game
Removed the stamina change from Blades of the Pyre since Capcom took care of that
Reverted the ASININE buff to Paladium. It was already one of the best skills in the game
Reverted the stagger changes to Dire Arrow
Version 3.7
Fixed a bug that made Blades of the Pyre do self damage again
Fixed a bug that made Eviscerate cost more stamina than expected
Shield Pummel, when used as a core skill, no longer consumes stamina
Reduced stagger on Twirling Cut but increased damage. This means it no longer outperforms Shield Pummel on every regard
Some minor script optimization
Version 3.6
Changed the method of modifying melee damage. It's now applied after all other damage calculations, making it more consistent
Version 3.5
Fixed an issue where you would do concussive leap instead of jumping from ladders
Fixed an issue where some mage and sorcerer changes were not being applied at all (sorry lol)
Smoke bomb stamina cost down to 350 (vanilla value)
Twirling cut can now be used without a shield
Stamina cost of twirling cut down to 200
Adjusted some of the damage nerfs and stamina costs
Thief now deals 15% extra damage while climbing on monsters
Mystic Spearhand now deals 15% extra damage while standing on monsters
Hond nerf down to 35%
Removed the duration nerf from Mirour Shelde
Sped up the readying spell animations
Increased the damage of hagol, it now deals 3x more damage
Hagol cast time back to 5s
Version 3.4
Added a few more safety checks to try and fix a few bugs
Version 3.3
Fixed a compatibility issue with ReDogmafication, now fully compatible
Script Core is no longer required
Version 3.2
Rewrote the code from scratch to make it easier to maintain
Made every change toggleable
Added an option to make the no unsheathe feature no longer work when not in combat
Damage and stamina cost changes no longer affect pawns since it was a pain to maintain and it was causing trouble for some users.
(Hopefully) Fixed a bug that was causing an exception error
Reduced speed of gutting skewer slightly
Increased the stagger of implicate slightly
Tusk toss charge time from 0,5 to 0,6 seconds
Tusk toss on delay gone
Gutting Skewer as a core skill gone
Hindsight slash now deals 50% more damage if you're not using a shield
Removed Diluvian Strike as a core skill, kept replacement
Sped up some warrior attacks
Warrior's light attacks charge faster if you time them correctly
Removed martyr's bolt rework as last update broke it and it was a pain to balance anyways
Version 3.1
Fixed a few issues with Twirling Cut
Version 3.0
Too many changes to list here. Read the description
Version 2.3
Added an option to skip the unsheathe animation when attacking or using a skill with your weapons sheathed
Added a button to reset your animations in the rare case you get an unintended T-pose
Deathly arrow: reduced stagger in timed version from 10 to 8 and in lvl 2 from 11.5 to 9.
Heavenly shot: increased stagger from 5 to 10. Increased damage to 8.
Puncture dart: crosshair no longer moves and has no damage falloff.
Double jump is now available after you get lauched by springboard
Spellhold: no longer penalizes stamina consumption or stamina recovery at lvl 2.
Tidal Wrath: increased parry frames a little bit
Magick Speargone: crosshair no longer shakes
Version 2.2
Fixed Concussive Leap not triggering if jumping while climbing
Added Scarlet Kisses to the list of things that can trigger Concussive Leap from the ground
Fixed an issue that prevented Concussive Leap as double jump to trigger even if you had it enabled for Thief
Fighter: fixed core skill changes not applying to maces.
Mystic Spearhand: made the default delay frames of Winding Cut a bit more reasonable (make sure to customize them to your liking!)
Version 2.1
Fighter: fixed core skill changes not applying to maces.
Mystic Spearhand: made the default delay frames of Winding Cut a bit more reasonable (make sure to customize them to your liking!)
Version 2.0
Changes done in the script generated UI now persist across game sessions.
Rewrote the whole script to be thousands of times more efficient.
Fighter: Tusk Toss can now also be used by using a light attack, waiting for a bit, and then using a light attack again.
Fighter: Gutting Skewer now replaces your jumping and climbing heavy attacks.
Fighter: Using a heavy attack while blocking will trigger Shield Pummel.
Archer: Heavenly Shot charge time back to 5s.
Thief: Increased stamina cost of Blades of the Pyre from 100 to 300.
Thief: reduced Skullsplitter damage by 20%
Thief: Concussive Leap can now be used by neutral jumping after attacking or by double jumping
Sorcerer: Maelstrom charge time back to 10s.
Sorcerer: Galvanize now acts as a fifth skill slot which you can set to any spell you want.
Warrior: Dilluvian Strike now replaces your jumping light attack.
Mystic Spearhand: Winding Cut can now also be used by using a light attack, waiting for a bit, and then using a light attack again
Magick Archer: Martyr's Bolt now exhausts all your stamina and leaves you on the ground like Celestial Paean.
Version 1.2b
You can no longer heal while charging Martyr's Bolt
The damage of Martyr's Bolt no longer keeps increasing after you reach 1HP
Version 1.1b
You can no longer heal while charging Martyr's Bolt
Version 1.1a
Reduced Augural Flare charge time to 7.5s. Use Variable Magic for further tuning.
Introduction
It shouldn't be surprising to hear that the vocations in DD2 are wildly unbalanced and sort of underdeveloped. They're all serviceable, but some of them have extremely broken or gimmicky skills that turn an already easy game into a snooze fest, and there's a lot of potential for expanding the core kit of some of them, especially Sorcerer which is, in my opinion, a complete mess in vanilla. Dullahan is an overhaul mod that balances the different vocations and taps into this potential, taking the gameplay of DD2 to whole new levels.
For a rundown of which changes affect pawns, check the articles tab. Any percentage based damage changes are applied after flat defense is taken into account, so if you see a "deals 15% more damage" effect, it will make you deal exactly 15% more damage than you would be doing without it. The changes are local only and will not ban your pawn from getting hired online.
Weapon skills added by Dullahan behave like vanilla skills, in that they will show up in the UI with their own names, descriptions and videos.
Showcase videos by Mura Casardis and The Rift:
Installation and modularity
Install as usual with Fluffy Mod Manager. Then, in the script generated UI, you can toggle which changes you want. Yes, you can toggle each and every change individually! Although some changes may require a game restart to get toggled properly.
I would advice against unchecking Dullahan.lua in the script runner mid-game, as some changes will not be properly reverted.
Vocation changes
Fighter
Using a heavy attack while blocking will trigger a shield pummel.
Tusk Toss: charge time reduced from 0.85s to 0.6s.
Steeled Foundation: fall damage reduction increased to 50%.
True Deflect: increased window from 6 frames to 9 frames.
Hindsight Sweep: increased perfect avoidance frames from 8 to 15.
Gutting Skewer: increased the speed of the stabs by 12%. While climbing, pulling out the sword after using Gutting Skewer is 30% faster. While using this skill you (and pawns) have 30% damage reduction.
Twirling Cut (new skill, replaces Shield Pummel, since you now always have access to it). Spin several times to deliver a multitude of cuts that cover a wide vertical distance.
Crossing Maw (new skill): performs two powerful two-handed cuts in quick succession. Great stagger power.
Archer
Sliding (dash light attack) now has a few i-frames at the start.
Puncture Dart: no longer shakes the crosshair, and it has no damage fall-off now, meaning you can use it as a long range option for sniping enemies.
Lyncean Sight: removed damage fall-off and increased damage by 30%.
Deathly Arrow: reduced stagger by 20-30%.
Heavenly Shot: increased damage by 10%. No longer has damage fall off with distance. Increased stagger to the same value as a perfectly timed Deathly Arrow.
Special arrow skills: they can now be used without special arrows, but at an increased stamina cost and reduced speed. For pawns, they can use these skills without special arrows, but they always get the stamina and speed penalties.
Exploding Shot: damage and stagger of the explosion reduced by 35% and 33% respectively. No longer deals more damage/stagger at the center.
Downpour Volley (new skill): Sends a wall of arrows skyward to rain down on a broad area. Less effective in cramped spaces.
Mage (common skills also affect Sorcerer)
Basic attacks are now faster to start and cancel. Specifically for mage, they deal about 7 times more stagger.
Focused Bolt deals 50% more damage and reduces the damage dealt by the struck enemy by 30% for 30 seconds.
Moving or levitating no longer affects cast speed.
Animations for readying spells have been made 100 times faster. This means you will start the casting animation of the spell as soon as you finish charging it, getting rid of the annoying delay between the two. Note that the actual casting animation remains the same speed.
You can now end levitation while casting a spell by simply pressing the levitation button again.
Spellhold: no longer penalizes stamina consumption or stamina recovery at lvl 2.
High Paladium: now protects allies for one hit instead of two.
Empyrean: now deals double damage against undead and 20x damage against non-undead enemies (it's still stronger against undead).
Flagration: consecutive hits against the same enemy increase damage by 10% each. Hitting a different enemy resets this effect. Also, Flagration can now be cancelled instantly after casting.
Levin: the damage of the follow up strikes ramps up the more times you cast them, up to a limit of 5 times the damage on the 7th hit. However, the stamina cost of these follow ups is doubled, and you can't use items to recover stamina while doing the follow-ups.
Frigor: it now has a “sweet spot” mechanic, where it deals 30% more damage if you’re at the right distance from your target, indicated by your character flashing briefly.
Solemnity: reduced charge time from 3.5s to 2.5s. Your pawns will now be more consistent at stopping Drakes from casting Meteoron.
Celestial Paean: reduced stamina recovery by 70%, but the stamina penalty no longer makes you exhausted when it ends.
Thief
A neutral jump after light attacking or dodging will now trigger Concussive Leap.
Concussive Leap can now be triggered by pressing the jump button while in the air.
Thief now deals 15% extra melee damage when climbing on monsters (but not while standing on them). This bonus doesn't apply to Draw and Quarter.
Scarlet Kisses: inputs required to start it decreased from 5 times to 3 times in 1s. Inputs required to hold it decreased from 3 times to 1 time in 1s. Damage reduced by 30% (only in the ground, not if used while climbing).
Skullsplitter: increased stamina consumption from 200 to 300. Reduced damage by 35%.
Ignited Blades: duration of enchantment increased to 20s (lvl 1) and 30s (lvl 2).
Shadow Cloak: enemies are now far less likely to target you while using this skill.
Formless Feint: stamina consumed per second increased from 15.75 to 50, and every time you dodge you lose 100 stamina. With a normal ~1000 stamina, this gives you 20 seconds of invulnerability, shortened by 2 seconds every time you dodge.
Blades of the Pyre: removed self damage (still sets you on fire), but reduced enemy damage by 50%.
Smoke Shroud: reworked into an AoE stagger that can even interrupt bosses, but no longer allows for a critical hit on small enemies. It has progressively increasing cooldowns per enemy (starting at 10s). Whenever a cooldown for a boss is over, your character flashes to indicate this. For pawns, the cooldown is always 60s. The smoke has been made more transparent to prevent visual obstruction.
Implicate: increased stamina cost from 125 to 200. Hitting an enemy with it no longer does any stagger. Pulling them afterwards still does stagger, but it's been reduced by 40% (only against small enemies though, for bosses it's still the same). This means you need to actually build into stagger if you want to stagger endgame enemies with one use of the skill.
Instant Reset (new skill, replaces Concussive Leap, since you now always have access to it). Reset your body to a neutral position, cancelling any ongoing skill, attack, or stagger (including when you're on top of a monster and you lose balance, which is very nice).
Warrior
Heavy attacks are 30% faster, dash light attack and jump light attack are 10% faster.
Light attacks now charge faster if you properly time them.
Uncharged skills are now faster and consume 30% less stamina.
Tidal Wrath: complete rework. You can now choose whether to perform a horizontal or vertical counter attack by using the light attack or heavy attack after blocking with this skill. You can also use barge to cancel the blocking. Increased block angle from 120º to 270º. Duration decreased from 90 frames to 38 frames so you can move faster if you fail the parry. Increased the speed of the startup (7x speed) so you get into parry stance faster (only for lvl2 version). For pawns, the startup isn't faster, but they'll always parry so long as they activated the skill before getting hit.
Arc of Might: now has a fixed stamina consumption of 800. Charge time reduced from 7.375s to 6.5s.
Diluvian Strike: is faster to use and has less recovery frames. Remember that its damage increases with height.
Indomitable Lash: reduced charge time from 2.75s to 2.375s.
Inspirit: can cancel stagger, and you can't get staggered out of it. Stamina cost increased to 150.
Windstorm Slash: finisher no longer gets triggered automatically when you mistime a swing. Simply release the switch weapon skills button for it to get triggered. Sped up the starting animation by 15% and reworked speed profile so the early swings are significantly faster and so it reaches top speed a bit earlier. Top speed is 12% higher than vanilla.
Eviscerate (new skill). Quickly impale an opponent, then pull the blade out for more damage.
Sorcerer
Basic attacks now restore stamina and can be chained quicker.
Burst bolt charges faster and deals 50% more damage.
Miasma (new skill, replaces Galvanize): the caster corrupts holy magic to summon a dark mist that periodically damages enemies. Deals physical damage. You can only summon one at a time.
Ingle (new skill): looses a ball of fire that explodes upon contact, engulfing both the target and surrounding foes. Use R3 or the middle mouse button to switch between manual and automatic targeting.
Brontide (new skill): lightning courses through the user, turning light and heavy attacks into powerful lightning strikes. Use heavy attacks for mid range and light attack for short range lightning strikes.
Serac (new skill): coats the user with ice, turning light attacks into ice shards. Use Bursting Bolt or use the skill again to end the effect with a powerful ice blast. During the duration of the effect, you're immune drenched, frostbite, and ice-bound. However, getting covered with fire or oil will remove the ice, ending the effect.
Hagol: reduced cast time from 5 to 4 seconds.
Decanter: slows down enemies it hits by 50%, and its stamina cost is a constant drain while channeling it rather than on cast.
Seism: base damage now scales with magick, instead of a weird combination of strength and magick.
Augural flare: increased cast time from 3.5s to 7.5s. Reduced damage by 35%. Will no longer fizzle out early.
Meteoron: no longer deals physical damage. This means it's no longer the uncontested best choice in every scenario.
Mystic Spearhand
Complete rework of Redouted/Forbeding Bolt:
Redouted Bolt has a faster shooting animation and deals damage.
Forbeding Bolt deals twice as much damage as Redouted Bolt.
First level charge of Forbeding Bolt is almost instant. However, it no longer slows down enemies or allow you to use Scattering Bolt. Instead, it's used for staggering small enemies quickly and for mobility and i-frames through Quik Fot.
Second level charge of Forbeding Bolt charges as fast as the first one used to (2 seconds) and slows down enemies as usual. But its slowdown duration is now equivalent to what the first level was before. And of course, it allows you to use Scattering Bolt.
The slowdown from Bolt (including Moment's Charge) on bosses is now 50% instead of 70%.
Complete rework of light and heavy attacks:
They are faster (from 5% to 20% speed increase, depending on the attack).
Light attacks and heavy attacks that hit two times: first hit now has as much stagger as the second one. For the heavy attacks, overall stagger has been reduced by 30% to compensate (total stagger is still higher than vanilla).
Winding cut finisher move is 20% faster.
Mystic Spearhand now deals 15% extra melee damage when standing on monsters (but not when climbing on them, and not while the monsters are knocked down).
Winding Cut: reduced required inputs to start from 4 in 0.45s to 4 in 1s. Now only 1 input every second is required to get the faster cutting speed and to continue holding it. Max duration increased from 10s to 20s.
Quick Fot and Scattering Bolt: increased the time window for getting them from 6 frames to 12 frames. Scattering Bolt now has a short slow time effect that makes it easier to time Quick Fot after it.
Seching Blade: can only summon one blade now, but it shoots out four projectiles at once.
Unto Heven: now deals damage and has better tracking. The camera is no longer fixed while using it.
Mirour Shelde: you no longer recover stamina while it's active, even with Ravinour's Hond. Now costs 35% of your max stamina.
Skiedragoun's Feste: increased jump height from 3 to 5. Now you can consistently get on top of most monsters.
Ravinour's Hond: reduced drain amount by 35%.
Magike Speregonne: crosshair no longer shakes.
Moment's charge: no longer consumes health, and now has access to what before was the longer slowdown of level 2 Forbeding Bolt. However, it consumes 35% of your max stamina now. Do note that in the script UI, this change is under Forbeding Bolt due to how interconnected these two are.
Ruinous Segil (new skill): Implants a magick sigil into the ground. Any enemy that draws near is hit with a devastating blast of energy.
Magike Canon (new skill): Conjures a sphere of magickal power. Strike it to fire spellshot at foes.
Magick Archer
Core attacks (Quickfire and Rivet Shot/Pinpoint Volley): no longer deal physical damage.
Quickfire (basic attacks without aiming): now has three times more magick damage and three times more range, and much better tracking.
Replaced heavy attack (Conversion) with Archer's kicks. This includes the leaping kicks in the air, after which you can shoot. Remember that you can still use Conversion by pressing R3 or the mouse wheel while aiming.
Replaced running light attack with Archer's slide (it also has iframes).
Made Conversion while aiming MUCH more responsive.
Sagittate Avalanche: reduced magic damage by 25%, no longer deals physical damage.
Ricochet Hunter: reduced damage by 35%.
Boltchain Stake: now deals 5x more dazed status (yes, it was that bad).
Lifetaking Arrow: increased stamina cost from 150 to 350, and it no longer deals any stagger.
Martyr's Bolt: no longer consumes loss gauge, but you can't heal while charging it, and it will leave you almost exhausted when it ends. Against bosses, it will deal up to 3 healthbars of damage, based on how much you charge it. Against regular enemies, its damage has been reduced based on how many targets it has. So it will no longer deal arbitrarily high damage on large groups of enemies.
Trickster
Drifting Brume (charged attack) has been replaced with Suffocating Shroud.
Basic attacks are now faster.
Effigial Incense: out of territory damage reduced from 1000 to 0 (clone no longer dies quickly when you play Warfarer and change weapons).
Aromatic Rally: no longer damages pawns. Duration reduced to 5s (lvl 1) and 10s (lvl 2). Stamina cost increased from 300 to 500.
Fragrant Alarum: now restores stamina to the whole party while channeling it, making it actually useful.
Vorpal Effluvium: (new skill, replaces Suffocating Shroud, since you now always have access to it): 30 seconds buff that speeds up your censer attacks even more and makes them deal actual damage. They still do barely any stagger, so your clone is still very necessary.
Warfarer
Rearmament is now a core skill. This means it no longer costs stamina and can be used without having it equipped as a weapon skill, thus allowing you to have 4 weapon skills equipped. To use it, press Switch Weapon Skill and either Sheathe/Unsheathe or Grab. This feature may be incompatible with "True Warfarer" style mods, in such case just use the regular weapon skill instead, or patch them as described below.
New skill IDs and names
Here are the IDs for the new skills, as well as the names of the lvl1/lvl2 versions, for modders and people who want to make them compatible with skill swappers or Warfarer mods. For reference, Rearmament is 100 and Blades of the Pyre is 101, the highest vanilla skill ID.
Impale/Eviscerate: 102
Ingle/High Ingle: 103
Brontide/High Brontide: 104
Serac/High Serac: 105
Crossing Bite/Crossing Maw: 106
Perilous Segil/Ruinous Segil: 107
Magike Slinge/Magike Canon: 108
Cloudburst Volley/Downpour Volley: 109
Compatibility
There's a lot of overlap with Ordinary Offensive Magic and Variable Magic, so if you use those mods, don't change the same things that Dullahan changes, or turn off Dullahan's changes for the relevant attacks/spells.
Dullahan is not compatible with other mods that change vocation skills, obviously.
Dullahan is somewhat incompatible with Transmogrify, but that's just because Transmogrify is a buggy mess.
Dullahan's new skills may not appear in some skill swapper or "True Warfarer" style mods, depending on how the author implemented them and if they added support for Dullahan.
Dullahan's core rearmament feature is compatible with Updated Seamless Warfarer (though some issues were reported with it skipping weapons), but incompatible with True Warfarer. You can patch it by opening True Warfarer's script and, in line 339, changing "changeWeapon" to "changeToCurrentWeapon".
Lock-On Combat with Dodge prevents you from using Conversion while aiming, so if you're using that mod, you may want to turn off Dullahan's Archer Kicks feature for Magick Archer, as otherwise you won't be able to use conversion.
Credit
EXXXcellent for teaching me how to set specific motions.
alphaZomega for the code on how to play sounds, and for ScriptCore and EMV in general.
Mura Casardis for being an amazing playtester without whom my skills wouldn't be half as cool, and for making the showcase video.
kagenocookie for teaching me how to do a bunch of things, most notably importing custom skill videos into the game.
How to support my mods
Dullahan has taken many, many, many hours of my life to develop. It's come such a long way since versions 1.X and 2.X that had 10 separate files for each vocation if you wanted modularity. If you'd like to support the mod and my work, you can do it here: https://ko-fi.com/nickesponja