Divinity: Original Sin 2

Divinity: Original Sin 2

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Odinblade's Pyrokinetic Class Overhaul
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6.083 MB
31 Aug, 2018 @ 3:33pm
8 Aug, 2022 @ 12:00pm
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Odinblade's Pyrokinetic Class Overhaul

In 2 collections by Odinblade
Odinblade's Definitive Mods
11 items
Odinblade's Essential D:OS2 Definitive Edition Mods
45 items
Description
This mod requires OdinCore - Mod Services to use.

Desperate to burn the battlefield to a crisp? Enjoy watching enemies melt? Dying to abolish Fire Resistances? This mod overhauls all existing Pyrokinetic skills, as well as adding plenty of new ones, to deliver a truly fiery Pyrokinetic skill tree!

"Revolution begins with an ember..."



Like what I do?
Consider supporting my efforts by tipping me with caffeine here:
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Thank you, and I hope you enjoy this mod!


Version 1.4.1 (Read the Patch Notes here!)

Playstyle
Magic schools in Divinity: Original Sin 2 have been designed to facilitate user creativity of playstyles and builds; this Pyrokinetic Overhaul is no exception. With the improvements made to all Pyrokinetic skills, along with the introduction of over 15 brand-new skills, this overhaul bolsters the creativity of Sourcerers. Although magic schools are essentially an open book, I have identified 4-key playstyles I think you’ll all enjoy:
  • Scorcher
    A fire mage specialising in unavoidable damage-over-time (DoT) effects.
  • Infernal
    A bulky close-quarters knight who utilises flames to deal extra damage.
  • Arsonist
    A pyromaniac hell-bent on smothering the battlefield in flames.
  • Phoenix
    A versatile team-player who buffs allies and debuffs enemies with the same skills.
Build cards found in the image gallery at the top of this mod page give some high-level pointers into how to utilise these playstyles effectively. My personal favourite is the Scorcher, a play-style reminiscent of my Spectre class.

Skills
There are many skills in this class overhaul, so I have made an online document containing all of the skill descriptions. Please click the link below to access it.


You may have noticed some skills from Divinity: Original Sin EE making a return with some additional effects, such as Burning Touch and Purifying Fire. I thought it was about time to bring back some old favourites to provide new and interesting build paths.

Additionally, as a comprehensive overhaul, this mod also reworks a lot of the basegame Pyrokinetic spells, and I have compiled these changes into a doc:


Flameblades
Flameblades are new one-handed weapons (meaning they can be used with skills such as Whirlwind) which deal Fire-damage and scale with Intelligence - perfect to burn the battlefield! Flameblades can be purchased from Sol'Lithe, the new Pyro vendor.




Sol’Lithe the Pyromancer is an expert in fire magic, and she is able to sell the party skillbooks. Sol’Lithe also sells crafted skillbooks at levels 5 and 13. She can be found throughout the game in various locations:
  • Fort Joy:
    • Next to a tent east of the Fort’s initial entrance, on the way to Beast (shipwreck).
    • At an entrance to Armadia's Sanctuary, next to Exeter.
  • Reaper's Coast:
    • Aboard the Lady Vengeance. She is on the top deck of the ship, next to a ballista.
    • In Driftwood Square, underneath a tree leading towards the fishing docks.
  • Nameless Isle: On the landing shore as you arrive.
  • Arx: In the city square next to a market stall, east-side opposite the platform in Arx Square.

Basegame Pyrokinetic vendors also stock the new non-crafted skills and weaponry and the new vendors can be toggled on/off whenever you like using the Odinomicon mod settings menu from OdinCore.


Workshop artwork: Wizards of the Coast, Eric Deschamps, SimonPape, Jameszapata, Applibot Inc., Verehin, Mihairadu, Dream Reactor LLC
Spell icons: Larian Studios, BlueRogueVyse, Genzoman, Wizards of the Coast, ClintCearley, Game-Icons(net), Drytil, Daniel Clasquin, Manzanedo, Adam Paquette, Steve Argyle, Benlo, WindSwirl, cosmicspark, TwoCenters
Skill showcase video: oguztr
Assistance and inspiration: LaughingLeader, Helaene
Being awesome: Larian Studios

Special shoutout to everyone who took my Pyrokinetic survey in preparation for this mod - this wouldn’t have been successful without each of you!


Looking to take the class to another level? Here are some recommended mods and add-ons!

NOTE:THIS MOD IS NOT COMPATIBLE WITH THE CLASSIC VERSION OF THE GAME. ATTEMPTING TO USE THIS MOD IN CLASSIC WILL LIKELY CAUSE BUGS AND ISSUES.
Popular Discussions View All (6)
79
1 Dec @ 10:51am
PINNED: Bug Reports and Known Issues
Odinblade
51
7 Aug, 2022 @ 2:01pm
PINNED: Suggestions and Balance Improvements
Odinblade
7
17 Jan, 2019 @ 6:47am
CanI get I all of the DE overhaul class presets to be compatible with A Lucky Break (DE) ?
Sin
369 Comments
Kemco 12 Sep @ 1:08pm 
in which languages is the mod? only in english? or is there more? :)
BquuD 2 Sep @ 12:07pm 
Has anyone tried it? Can Enemy use these newly added skills or are we the only ones using them?
Ginkgo biloba 18 Feb @ 12:51am 
Does it concludes Chinese translation?Plz
Ghrin 13 Jun, 2023 @ 8:18am 
Will of the Phoenix Smoldered Debuff doesnt reduce damage, it gives +15% damage
TheWaywardShade 18 May, 2023 @ 1:23pm 
Neat thing I discovered. If you have the crafting kit giftbag mod you can combine a flameblade with some oil at a campfire/oven/cooking station to add more fire damage to it as well as burn chance.
Old Man Jenkins 18 Mar, 2023 @ 9:28am 
@hebrux sure does!
Old Man Jenkins 18 Mar, 2023 @ 9:27am 
Love the mod, love the dev, so many cool ideas and fresh ways to play the game. One note, it replaces "Corpse Explosion" with "Condemning Explosion" which is the same except there's some provisions for stacks of scorch. Eithne the Trader, however, does not seem to believe in the effectiveness of the spell despite it having "blows corpses up good" in the description; the upshot is the quest isn't doable. Not a big quest, but there you go.
Bilbo Flagons 1 Feb, 2023 @ 3:04pm 
hey so is it just me or does mass explosive trap just refund you AP? bug probably
Amondin 12 Jan, 2023 @ 10:11am 
Also, if you're using a mod, such as Divinity Unleashed, which makes Intelligence otherwise a good attribute, having Intelligence-based melee weapons outside staves shatters any semblance of balance for such characters, not to mention the fact these weapons having custom abilities tied to them, while arguably necessary in vanilla for Int-based melee builds, takes these even further over the top.
Amondin 12 Jan, 2023 @ 10:09am 
Is there any way to make none of the custom weapon types from your mods exist but keep everything else? It's incredibly annoying to find an ideal Divine dagger but have it be Intelligence-based, and it feels like at least 7 in 10 weapons are now Intelligence-based.