Pillars of Eternity 2: Deadfire
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DuQuon Karenye

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hikeemt

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About this mod

Heavier afflictions, Greater inspirations. Affluenza for everyone.

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If you're like me, who is like you, then you (like me) have a hard time valuing abilities that simply give an inspiration.  Well, that sh*t matters now.  So those skills are good, and this game is a bit more extreme.  Not inspired by afflictions either?  Prepare for affluenza reserved for secret banking dynasties.  Unless you hate perception, which is unchanged.
New Affliction/Inspiration
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Sickened-5 Constitution, -25% Healing done
Weakened-7 Constitution, -50% Healing done
Enfeebled-10 Constitution, +50% Hostile Effect duration, -100% Healing done
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Fit+5 Constitution
Hardy+10 Constitution, +2 Armor
Robust+15 Constitution, +2 Armor, regenerate Health periodically

Hobbled-5 Dexterity, Cannot run
Immobilized-10 Dexterity, Cannot move
Paralyzed-15 Dexterity, 25% Incoming Hits converted to Crits, Paralyzed, Cannot be interrupted
PetrifiedSame as Paralyzed, but with a different visual
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Quick+5 Dexterity
Nimble+10 Dexterity, +100% Stride
Swift+15 Dexterity, +100% Stride, immune to Engagement

Staggered-5 Might, Cannot engage
Dazed-10 Might, Cannot engage, -4 Penetration
Stunned-10 Might, -4 Penetration, Stunned (Can't take actions), -10 Deflection
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Strong+5 Might
Tenacious+10 Might, +2 Penetration
Energized+15 Might, +2 Penetration, interrupt enemies on Crit

Confused-5 Intellect, Abilities and attacks target both friend and foe, 25% chance per 3s to join your side for 6s, 25% chance per 3s to disable hostile abilities for 3s, 25% chance per 3s to Terrify for 3s, 50% chance per 3s to disable running for 3s
    Note: If affecting the self, only -5 intellect is applied and attacks hit everyone
Charmed-5 Intellect, Controlled, Cannot cast abilities
Dominated-5 Intellect, Controlled, Alliance flipped
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Smart+5 Intellect
Acute+10 Intellect, +1 all Power Levels
Brilliant+15 Intellect, +1 All Power Levels, +1 of All Class Resources per >>12.0<< sec.

Distracted-5 Perception, Flanked
Disoriented-5 Perception, +50% Recovery Time, Flanked, +50% Initiative (only in Turn-based mode)
Blinded-5 Perception, +50% Recovery Time, Flanked, +50% Initiative (only in Turn-based mode), -10 Accuracy, -50% Attack range, Immune to Gaze attacks, Cannot use Gaze attacks
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Insightful+5 Perception
Aware+5 Perception, 50% Graze-to-Hit
Intuitive+5 Perception, 50% Graze-to-Hit, 25% Hit-to-Crit

Shaken-10 Resolve, -3 All Power Levels
Frightened-10 Resolve, -3 All Power Levels, Cannot use Hostile abilities
Terrified-10 Resolve, -3 All Power Levels, Can take no action other than to flee
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Steadfast+5 Resolve
Resolute+10 Resolve, gain Concentration periodically
Courageous+15 Resolve, immune to Interrupt


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Subclass Warning
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Berserker or Tactician subclasses apply the normal version of confusion, not the new effects listed here, to preserve the idea of thos subclasses.  Confusion effects placed on them by others will have these new effects.


Installation
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This needs to go below my "Keywords Everywhere" mod to overwrite Confusion correctly.


Changelog
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v1.02
fixed the Confusion to not apply if cast on self, to preserve Tactician or Berserker subclasses.
    Before it would only work on them! Confusion is very good and now works on everyone!
Confusion disable hostile abilities 75% --> 25% chance

v1.01
Made the new Confusion effects not apply from Tactician or Berserker subclasses.  Abilities from them will act as normal.

v1.0
Corrected the Encyclopedia entries to create consistency in the GUI
Added random effects to Confuse