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Riwwer

Uploaded by

Riwwer

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About this mod

I always felt there is something wrong in the game with the Orcs. Humans are aligned to Air, Elves to Earth, Dwarves to Fire, so why not also Orcs to Darkness? So this little mod. Only works for game version 1.5-16336.

Permissions and credits
INSTALLATION

Replace files.

If you have moded the game somehow already, you can just replace 2 lines of file "Might and Magic X Legacy_Data\StreamingAssets\Localisation\en\loca.xml" instead of replacing the whole file.

Find "RACE_ABILITY_ORC_DEMON_BLOOD" and replace entire line with:
  <LocaData id="RACE_ABILITY_ORC_DEMON_BLOOD">Children of Malassa</LocaData>
Find "RACE_ABILITY_ORC_DEMON_BLOOD_INFO" and replace entire line with:  
  <LocaData id="RACE_ABILITY_ORC_DEMON_BLOOD_INFO">Orcs have a natural {0} Darkness damage resistance.</LocaData>

MOD CHANGES

Changes to racial passive skills:

Orcs
replace Indomitable with Children of Malassa: "Orcs have a natural 10 Darkness damage resistance."

Changes to skills and starting points:

Mercenary
starting point Sword->Warfare (so there is no waste if you choose any other weapon)

Crusader
+Expert Two-Handed (a must have, see portrait)

Freemage
-GM Dark->Master (to keep Shaman exclusive)
+Expert Medium Armor (like everyone else)
starting point Magical Focus->Air (so that every mage has their aligned magic mandatory)

Bladedancer
starting point Sword->Dodge (so there is no waste if you choose Dagger)

Ranger, Druid, Defender, Scout
no changes

Runepriest
-GM Earth->Master (to make Druid exclusive)
+Mysticism Master->GM (to compensate for loss of GM Earth)
starting point Spear->Light (so there is no waste if you choose Magical Focus)

Barbarian
+Expert Dark
starting point Mace->Endurance (so there is no waste if you choose Spear)

Hunter
+Master Dark
-Dagger Master->Expert (to compensate for Master Dark gain)

Shaman: this class receives most drastic changes
+GM Dark
+Master Prime (all mages shall have Prime)
-GM Air->none (to compensate for GM Dark and Master Prime gains, and to make Air Freemage exclusive)
-GM Earth->Master (to make Druid exclusive)
starting points Air->Dark, Earth->Arcane Discipline

Grandmasters for skills: (mod changes in ())
Sword: Crusader, Bladedancer
Axe: Defender, Scout
Mace: Barbarian
Dagger: Bladedancer, Ranger
Spear: Barbarian, Hunter
Bow: Ranger
Crossbow: Scout
Dual-Wield: Bladedancer
Two-handed: Barbarian
Warfare: Mercenary, Defender
Medium: Mercenary, Scout
Heavy: Crusader, Defender
Shield: Defender
Endurance: Ranger, Scout, Barbarian, Hunter
Dodge: Mercenary, Bladedancer, Ranger, Hunter
Mysticism: Druid (+Runepriest)
ArcaneD: Crusader, Hunter, Shaman
MagicalF: Freemage, Runepriest
Prime: Freemage, Druid
Fire: Runepriest
Air: Freemage (-Shaman)
Light: Crusader, Runepriest
Water: Druid, Shaman
Earth: Druid (-Runepriest, -Shaman)
Dark: (+Shaman, -Freemage)
Nothing GM exclusive: Mercenary, Crusader, Hunter (-Shaman)