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Mod Title{ Scaling Items}
Release Date{ Feb 03, 2025}
Author (s){ Brandarwi}
Contributors{ }
Mod version{ 1.5}
Summary{ Adds items}
Description {
Adds items that scale with level.
Can be used right from level 0, but was first intended as a way to provide gear for use with level 100+ mods.
Items are user created using the enchanting system in game. Check the readme for enchanting instructions.
Note it is not probably not safe to feed mod items to pets; I don't know which category the game will think they are!
More SFX! (You can use them on your own weapon item mods. Currently only used on Tier 6-B items.)

Other files included for convenience (not required):

Brandarwi Scaling Items Legendary Shops.ds2res {
Some inclusion in legendary mod maps (Done: Elddim.)
}

Brandarwi Multiclass Spells.ds2res {
##### This overwrites the vanilla templates so will conflict with other mods. #####
New MC/MCN/RCN/RN multiclass spells. Vanilla multiclass spells also display as MN and RC.
All multiclass spell durations are now affected by weapon enchant duration specialty.
Removed visuals to lower clutter density on effects.
Repulsion nerfed to 9.6% armor. 24% at full potency (matching defender with vanilla potency.)
Changed mana cost scaling to be based on skill levels instead of Intelligence.
Repulsion, Defender, Petrifying Weapon, and Rejuvenating Weapon cost 10% max mana. This lowers as character gains points in brilliance.
Mana Strike and Mana Shot attack cost is reduced by natural bond.
Mana Strike buffed to match Mana shot base damage.
All multiclass spells no longer part of pcontent, now can only be acquired in shops.
Additional description for enchant effects that are multiplied by 100 to show scaling before being rounded to nearest integer.
The display description for the next level is broken. Instead, all spells will show as capped and if they have level scaling there will be an additional description with that shown.
That way it respects the level cap you have in your formulas.gas instead of in each spell template.
}
}
HOW TO USE THIS MOD IN GAME (IMPORTANT) {
Due to the limitations/protections on the enchantment system, having a system of upgrading gear turned into a hassle.
All items available from Eirulon, Aman'lu, and Kalrathia.

Here's how to create the items:
1. Buy a recipe reagent from the armor merchant.
2. Get the reagents listed on it.
3. Buy an upgrader (hammer) of the same type as the recipe reagent from the reagent merchant.
4. Go to the enchanter. Put the upgrader as the item, and enchant it with the reagents INCLUDING THE RECIPE REAGENT.
5. The result will be a higher tier recipe reagent. Repeat steps 2-4 as desired.
6. Buy a root of the corresponding type from the reagent merchant.
7. Buy a tier catalyst (costs gold) from the weapon merchant. It should look the same as the recipe.
8. You also need a second catalyst from the weapon merchant. For rings and amulets it will be the resulting type of item.
However for all other gear it will correspond to the melee/ranged/combat/nature [multi]class you decide to make.
9. Go the the enchanter. Put the root as the item, and the three other items as reagents: the recipe reagent, the catalyst, and the class (or type) catalyst.
10. The result should be the piece of gear.

Note: The only classes that use mage armor upgradeable recipe reagent are C, N, CN classes. The rest use melee ranged armor upgradeable recipe reagent.
Note: For novice items (cruddy practice items for up to level 5), you only need to buy a novice (tiered) catalyst and the novice recipe (only two reagents) and directly enchant a root.

Notice how making the result consumes the recipe? You don't want to have to start all over to make a higher tier once you've leveled up right? Or maybe you want to change the class?
11. Buy a reverter of the appropriate type from the reagent merchant and equip it. (Note: Ring is in the upper left slot.)
12. Drop the scaling item on the ground.
13. Pick up the scaling item with the equipped character.
14. The recipe and the tier catalyst will replace the scaling item.
15. To upgrade the tier catalyst, get a catalyst upgrader and the appropriate catalyst tier upgrade along with the tier catalyst from reverting. Enchant.

IMPORTANT NOTE: Character must be in the proper stance for reverters using the weapon or shield hands! Make sure weapons and shields are selected!
Note: If you forget to take your spells out of your spellbook before you revert it, in testing the spells appeared on the ground after ~10 seconds.
}
Example {
Body Armor RN Tier 1-A
1. The class has ranged (R), so buy a melee ranged armor upgradeable recipe from the armor merchant. It shows the reagents you need.
2. Once you have gathered the reagents, buy a melee ranged armor upgrader (hammer) and a body armor root from the reagent merchant.
3. Buy a Tier 1-A catalyst and RN Class catalyst from the weapon merchant.
4 Put the hammer in the enchanter spot. Put the recipe and reagents onto the grid. Enchant.
5. Take the Tier 1-A recipe from the enchanter spot. Put the root body onto the enchanter spot. Put the Tier 1-A recipe, Tier 1-A catalyst, and RN Class catalyst on the grid. Enchant.
6. When ready to make a Tier 1-B, buy a melee ranged body armor reverter from the reagent merchant. Equip the reverter, drop the scaling armor on the ground, then pick it back up. There is a recipe Tier 1-A ready for upgrading.
}
Basic Equip Requirements {
Uber levels for each class in item; Class levels require previous tier in level. Be aware there are also specialty tree requirements for items. Example: RN Class Tier 1-B requires uber 15 and level 5 in ranged and nature magic.
Items scale up to reaching the uber level of the next tier. Example: A RN Class Tier 1-A item stops scaling when the character reaches uber 15.
Novice 0
Tier 1-A 5
Tier 1-B 15
Tier 2-A 25
Tier 2_B 40
Tier 3-A 55
Tier 3-B 75
Tier 4-A 95
Tier 4-B 120
Tier 5-A 145
Tier 5-B 175
Tier 6-A 205
Tier 6-B 240

Special requirements for shields: Shields usually don't apply armor when in a different stance such as spellcasting, but when the armor is applied in an enchantment the armor carries over.
To prevent abuse with mages equipping shields without needing any investment, all classes need melee skill and specialty points to equip shields.
}
Weak and Buff Items {
Weapons that are not class relevent are considered weak; an MCN class bow is considered weak as it doesn't have range class; an RN class one handed melee is considered weak.
Weak weapons have 80% damage. This follows the vanilla game of mage staff damage being 80%.
Note the formula takes into account character expected damage per second with expected stat scaling per level at 3 so the weapon damage is actually much harsher than 80%.
Yeah don't ask me, I'm just repeating the pattern. Just don't expect much from your off class weapons if you bother crafting them.
I don't know why, but vanilla (weak) mage cestus are especially nerfed. I kept the scaling for (weak) mage class on cestus.
That may mean (weak) mage staffs are just better in this mod, but it is not like mages are going around hitting things much.
Slight correction on mage staff damage.
Mage weapons that have melee class are buffed! An MCN class mage staff is considered buff as it has a melee class.
Buff weapons have 100% damage. Buff staff and buff cestus do same damage as melee weapons.
Armors follow the vanilla convention of melee is full armor, range is 80%, mage is 60%. Don't let that dissuade you from making mage class!
}
(Un)Installation Instructions {
Add/Remove the provided .ds2res file into the Broken World installation's resource folder
}
Requirements / Compatibility {
Dungeon Siege 2 Version{ 2.3}
Other requirements (other mods){
Elys All Saves for BW or Succubus Launcher
Mod to go past level 100 (optional but that's kinda the point of the mod)(Not included for more mod compatibility)
Monster Level Adjustment Mod is an option to level 300.}
Windows only (ds2dll or installer){ No}
Language{ No}
Known Bugs{ None}
}
Credits {
Content provided by{ GasPoweredGames, legendary mod}
}
Permissions {
Permission is given to re-use this mod's content without restrictions.
This mod is open source and may not be sold in part or in whole.
}
Copyright {
All title and intellectual property rights to the content of this mod are the property of the respective content owner and may be protected by applicable copyright or other intellectual property laws and treaties.
}
Disclaimer {
The author(s) of this mod accepts no responsibility for damage to data, or physical damage to hardware, caused by the appropriate or inappropriate use of this mod.
}
Possible things to add to mod (maybe todo list) {
Write a script instead of using the enchanting system. Equip root, pick up recipe. Would work like reverters.
Would complicate picking up the recipe and trying to determine which class token to use. Make class token a ring in es_ring_1?
Next level req on recipe/item
More maps supported in legendary mod
New textures/meshes
More choices (swords, axes, clubs) or skin choices
Pet safe item eating
}
Modified Files (compatibility conflicts) {}
Brandarwi Scaling Items.ds2res {
world\contentdb\defaults.gas {}
world\contentdb\reagent_recipes.gas {}
world\contentdb\reagents.gas {}
world\maps\ds2_world\info\shops.gas {}
}
Brandarwi Multiclass Spells.ds2res {
world\contentdb\templates\interactive\spl_ds2x_spellsmulticlass.gas {}
}
Brandarwi Scaling Items Legendary Shops.ds2res {
world\maps\utraean_peninsula\info\shops.gas {}
}
VH Pending {
Pet scaling
}
Version History 1.5 {
Balance update. I was going to put pet scaling into the mod, but I discovered they already have more than linear scaling - and so do monsters! This update mostly accounts for balancing around the base game polynomial scaling.
Removed the summoner ring. Attack speed is moved to amulet with all the other attack speeds and set to 0.1% per level. Damage is moved to ring and set to 0.5%/level capped to 145% at 290.
To keep things uniform, unfortunately summons' damage is capped as much because they don't get affected by % Magic Damage. Due to the vanilla spell code it's better to use % Magic Damage for scaling for this mod.
Capped power ring to +150% crit damage at 300 with 0.5%/level; +59% type damage at 295 with 0.2%/level.
Capped amulet to 75% at 750 with 0.1%/level.
Added %magic damage to spellbooks with 0.3%/level.
Buffed weapon hands physical damage to 0.5%/level total.
Moved power reload from helm to gloves.
Added health factor to the helm so health scales as a second order polynomial.
Removed cap of healing effectiveness on healing ring (to scale with helm.)
Removed dodge chance on boots to account for scorpion queen and wind embrace as base dodge chance is already quite high. ( specialty + queen + wind = 32 + 20 + 21.8 = 73.8% )
Moved physical resist from body to boots.
Added another armor factor into the armor formulas so armor scales as a second order polynomial.
Removed base armor on rings.
Capped physical reflect to 300% at 300 with 1%/level on both shield and armor ring.
Removed health and mana from healing and mana rings.
Primary stats
Primary stat gain added to amulet. Amulet and rings changed to all together provide 0.5 per level to each stat for 1.5 total (up from 0.5 total).
Small adjustment to some class armors/spell book with primary stats. Armors and spell book all together provide 2.5 total stats per level.
Change per level from ~2 to 4 (total ~7 to 9.) This makes a MRN class have 3.0 for primaries which is the same as a single skill class's main primary with no extra modifiers.
[ 3.0 , 1.0 ] single stat class [ main , other ] without equips for comparison.
[ 6.0 , 1.5 ] single stat class for main stat, other stats. This is a bit weaker than [the strongest] vanilla equips which can get higher than [ 7.5 , 1.0 ].
[ 3.75, 1.5 ] two stats class for split main stats, other stat.
[ 3.0 ] three stats class for all stats.
Amulet and ring icons changed to just be one icon for all tiers. Root spellbook icon changed.
Some buffs to novice items.
Fixed duplicate descriptions on some 1a weapons.
Many more effects have their scaling in the descriptions.
Fixed specialty ring causing bugs because GPG didn't intend for specialty point values between 0 and 1.
Now it only gives points if tier is at least 2a and the specific levels are at least level 40 (so the value is always at least 1.)
For BA and FoS, both skills must be level 40 for it to give points.
Removed unneeded skrit embeds. Shouldn't have any effect in game.
Nerfed multiclass Repulsion to 9.6% armor to match Defender at full weapon enchant potency (24%, vanilla values.)
The spells that cost % changed to 10%.
}
Version History 1.4 {
Melee class armors require toughness. Melee and ranged class spellbooks no longer require renewal.
Tier catalysts may now be upgraded to the next tier which saves the shopkeeper markup cost on reverted items if you so choose.
Scaling items now have their reagents for the recipe to the next level listed.
Changed icons for some amulet/ring root and upgradeable reagent.
Slight change on reagent shops (3-9 instead of 0-9, if that does anything?)
Fixed FFX on thrown 6-B which was mistakenly on 6-A.
Changed specialty ring BA and FoS skill point formula so that it requires both classes to be leveled.
No effect in game: formula formats changed to be more readable and editable.
}
Version History 1.3 {
Some shop balancing for reagents in the reagent shops. Now you will get a pick of all levels of reagents. Higher levels are more far more uncommon. Balance is yet to be finalized.
Multiclass spells:
Additional description for enchant effects that are multiplied by 100 to show scaling before being rounded to nearest integer.
The display description for the next level is broken. Instead, all spells will show as capped and if they have level scaling there will be an additional description with that shown.
That way it respects the level cap you have in your formulas.gas instead of in each spell template.
}
Version History 1.2 {
Reverters and scaling items are switched, now reverters are equipped and scaling items are picked up.
Moved reverters to reagent merchant as they are now equippable.
New note: reverters only work on the proper stance! Must select weapon for stance on weapon hand and shield hand.
Equip requirements changed to uber level, and class level of previous tier (so a Tier 1-B requires 15 uber and 5 of the class skills.)
This should hopefully get rid of any intervals where items aren't scaling without access to the next tier.
Adjusted specialty levels to reflect lowered class requirements.
Explains weak items.
Fixed some weak and normal item version scaling I intended to do in the first release that I didn't realize I forgot until now.
Lots of range weapons were incorrectly the weaker versions.
Lots of melee weapons were incorrectly the normal/buff versions instead of weak/mage.
Specialty requirements for weak items on non class tree removed.
Also fixed ranger and mage armor scaling to proper vanilla values.
Slight adjustment on mage staff and weak two handed melee damage to correct vanilla rounding.
Scaling shield moved base defense value from item to item enchant. Only the armor from barricade is melee stance which cannot be changed in this scope (I'm not touching rules.skrit in this mod.)
Some icons changed.
Some base templates reworked, shouldn't have any effect on gameplay.
All multiclass spells no longer part of pcontent, now can only be acquired in shops.
}
Version History 1.1 {
Separated multiclass into its own .ds2res
##### This overwrites the vanilla game templates so will conflict with other mods. #####
Added RCN and MCN multiclass spells to previous MC/MN/RC/RN.
Removed RN mark multiclass spells, as execute power has its own damage calculation apart from the enchantment, and therefore the type can't be changed to ice without extra mod conflicts.
Plus it doesn't really make sense to have RN class use a combat skill related power.
Because there are so many duplicate multiclass spells now (visually), all multiclass spell screen names display their class.
Got rid of the visual effects on all multiclass spells (too much clutter.)
Changed mana cost of multiclass buffs to no longer use int scaling, as no int scaling is used in any spell effect. Instead based on either melee/ranged and the respective C/N/CN levels.
Also changed mana cost formula of mana shot/mana strike to be 1:1 damage:mana cost not accounting for potencies, and made natural bond decrease the mana cost.
Repulsion/defender costs 20%/12% max mana, as that is the amount of armor given and there is no level scaling.
Petrifying Weapon and Rejuvenating Weapon cost 12% max mana to match defender.
Mana strike buffed, now matches mana shot scaling for damage not accounting for potencies. (and 1h weapons are slower than bows and vanilla specialty potency is stronger on BA than FoS!)

Changed novice tier recipe item icons and reverter icons for more user friendly shopping.
Fixed typo that made the MCN catalyst display as MRN catalyst.

Changed some items to is_pcontent_allowed = false because they can still be in shops even so (although they were specializes = inventory; anyway)
Removed a forgotten debug Report.Screenf() in reverters.
Added a new note in readme explaining mage armor upgradeable reagent.
Added Elddim shops in a separate .ds2res
}
Version History 1 {
art\bitmaps\gui\in_game\inventory { DS1 inventory image taken from legendary mod }
art\bitmaps\items\global { DS1 textures taken from legendary mod }
art\meshes\items\global { DS1 meshes taken from legendary mod }
world\contentdb {
More gold
reagent recipes for crafting items
reagent definitions for the new reagents for crafting items.
}
world\contentdb\components\interactive { For reverting scaling items to recipes }
world\contentdb\templates\interactive {
All the extra base enchantables, reagents, and resulting crafted scaling items which make up the bulk of the mod.
Multiclass spells for melee-combat and ranged-nature, because of all the new class type gear to keep them on the same power level. Mostly the same as base game spells with changes between nature and combat.
All multiclass spells have duration affected by the Blood Assassin specialty.
}
world\global\effects\weapons { Some new SFX for the new weapons (currently only on last tier) }
world\global\enchantments { Version of multiclass spell enchant for earth burst combat to use #increased_combat_damage instead of #increased_aquatic_ice_damage }
world\global\flick\sequences\weapons { to apply SFX through flick }
world\global\skrits { some repeated SFX code for weapons. Check them out! }
world\maps\ds2_world\info\shops.gas { Buy all the base crafting components }
}