Divinity: Original Sin 2

Divinity: Original Sin 2

Bard & Artificer Classes
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Update: 9 Jan, 2018 @ 1:40pm

Added several new icons for bard skills by Mialune!

Update: 7 Jan, 2018 @ 8:40pm

Fixed the bard character creation preset.

Update: 6 Jan, 2018 @ 8:29pm

This should work with GM mode now, without creating these weird extra characters.

A couple new icons by Mialune. A bunch more to come very soon!

Jingle, Rhyme, Swindle, and Creative Burden, Sound Wave now applies statuses with the bard as the cause. This means that these statuses benefit from your abilities and also properly interact with other bard skills, especially Call and Response.

Rhyme now applies statuses for the duration that the bard has the debuff. E.g., if you have Burning for 3 turns, you will apply burning to a target for 3 turns. You cannot rhyme permanent statuses (such as a positive status granted from an item). As this overall makes the skill more powerful (though in some instances it will be weaker), it now costs 2 AP.

Swindle now steals statuses for the duration they were on the target. Infinite statuses can't be stolen.

Creative Burden now applies statuses on the bard for the duration that the target had the debuff. The bard counts as the applier of this status. Infinite statuses cannot be taken with creative burden.

Song of Living Nightmares now upgrades or adds statuses for durations based on the upgraded status. For example, it will upgrade 3 turns of Burning to 3 turns of Necrofire, or add 2 turns of Weak to a character with 2 turns of Bleeding. Only upgrades chilled and shocked to 1 turn of Frozen or Stunned though.

Call and Response affects a much larger number of statuses. Together with properly designating statuses as causes for the other bard skills, this ability should be MUCH more consistent and useful.

Reapers Delight buffs now have the killer as the cause of the buff, and debuffs have the killer as the cause as well.

Feedback can now discharge Chilled, Infectious Diseased, and Infested.

Crescendo buffs, Wings, Horns, Medusa Head, and Wind Walker can now be rhymed.

Borrowed time now costs 0 AP, only lasts 1 turn, and now actually debuffs enemies with -1 AP max and reduced movement speed. It'll be stronger when used against only a couple enemies, but weaker than when it affects 5 characters.

Heliumize now grants the "leap skill," slipping immunity and a slight movement speed boost.

Obsidian Eyes now can apply decaying touch or weak, can't apply poisoned anymore.

Mass Duplicate now has a 250 turn cooldown and only costs 1 source point. It requires 5 loremaster (from 3) to memorize.

Immorality now has a 200 turn cooldown.

Erosion now also reduces piercing resistance by 20%.

Transmute now only converts items that are moveable (e.g., no converting doors and such).

Empty bottles are now considered ingredients.

Lots of skill descriptions updated and clarified.

Update: 29 Oct, 2017 @ 10:57am

New higher level unique lutes found throughout Driftwood! These are stronger variations of the lower level lutes you can find, with better stats, so there's more of a sense of progression (even if using a no vitality scaling mod, which I highly recommend). Planning on even higher level lutes for act 3/4, once I know who to give them to.

Song of Living Nightmares now applies negative for statuses for 2 turns, with a chance according to your wits to apply for 3 turns. A 1 turn debuff just feels really unsatisfying.

Increased range of Song of Guilt from 8m to 10m.

Transmute can now only convert items that you can pick up (e.g., no converting doors and whatnot).

Reconfigure now only creates 1 new wand or staff when rerolling wands or staves (instead of 4).

Civilian now starts with 4 civil abilities but only 1 talent like normal. They start with no skills. They also start with an identifying glass and mortal and pestle and an extra healing potion.

Nihilistic Materialism and Call and Response skillbooks should now actually be sold.

Arcane Rebuff and Nihistlic Materialism now last permanently, rather than for 3 turns, since the turn time ticks down in real time even in combat.

Crooner now grants a 100% accuracy boost (so your allies aren't dodging your healing bolts).

The Dwarven Bomb Lady in that underground area now sells Artificer skills.

The "Lucidity" status provided by the dream lute now causes lullaby to apply 1 turn of rested to all allies within 8m when you cast it. The Dream lute now deals magic damage instead of piercing damage.

You can now swindle Steel Skin, Wings, Bull Horns, Medua Head, Spider Legs, the Challenge buff, Earth Immunity and Burning Aura. If using my Enemy Randomization mod, you can swindle the Teleporter and Ooze Summoner buffs.

Changed skillbook requirements: Leap now requires 1 in warfare and in scoundrel. Removed Huntsman requirement from Chain Reaction. Reduced Polymorph requirement from Grasshopper Legs. Removed Leadership requirement from Gluttony.

Update: 10 Oct, 2017 @ 3:44pm

Jingle now always applies buffs for at least 2 turns with a chance for 3 turns that depends on your wits. Can now apply Fortified and Magic Shell. Removed Rested as a possible status. Given the randomness of the skill, the statuses rarely felt rewarding or long-lasting enough.

Rhyme now costs 1 AP and has a 3 CD instead of 4.

Elemental Absorb heals for more than twice as much magic armor, and has a cooldown of 2 turns instead of 3.

Reworked Shove: It is now a 1 AP cone-attack that shoves enemies a short distance.

Heat Metal reworked. It now deals 30% of your magic armor as damage, and disarms targets for two turns if they have Fortified, Steel Skin, or Mend Metal. For whatever reason, basing the damage on physical armor didn't work.

Essentially halved the penalties that Staggered causes.

Dive Bomb now creates oil instead of water, provides 1 turn of earth immunity, and has a base range of 8m, so to get real range with it you'll need high ground. Increased it's minimum range of 2m (though you still need to travel at least 1 vertical meter downward to produce oil/stagger at all). Staggered from this skill now lasts 2 turns instead of 1. It also has a proper animation now.

Grapple now costs a memory and has a 2 turn cooldown (from 1). Your strength bonus chance to grapple has been decreased, so it should be resisted somewhat more often. However, Grapple now also applies "Off Balance," a minor status penalty that should be somewhat of a consolation even when it fails. The "Grappling" status should now be removed when "Grappled" is removed (e.g., when the grappled character dies).

Dream Scream no longer attempts to apply a random debuff. Increased the damage it deals.

Increased Song of Despair's range from 12m to 15m.

Increased Nihilistic Materialism's range from 10m to 12m, and cooldown reduced to 4 from 5.

Song of Travel no longer stacks with itself.

Masochistic Melody now lasts for 4 turns when applied by the spell.

Weapon Master now works with lutes.

Increased jump distance of leap by 1m.

Weapon Master talent now increases all weapon skills by 1. This book can be used multiple times to increase all weapon skills by 1 by spending a talent point. Unfortunately this change is not retroactive.

Whiplash no longer gives a stack of Masochistic Melody.

The grasshopper jump now has a 1 turn cooldown like the skill suggests.

May have fixed a bug where certain 0 memory skills would disappear. Removed certain memorization requirements from Transmute and Duplicate. I don't know if this will be fixed retroactively.

Update: 30 Sep, 2017 @ 1:05pm

Five new custom icons! Thanks to Mialune, Jingle, Song of Living Nightmares, Resonance, Crescendo, and Creative Burden have hand-drawn icons. More to come!

The damage of lutes now scale with wits (+5% per point).

Dive Bomb now generates a water surface upon landing, its radius depending on your height jumping from, and matching the radius of staggering enemies. This is mostly to give you a visual of the range. In general, you should generate a larger area of effect. Also, it should now properly deal damage, though this radius does not scale with the height jump range. The max radius of stagger/water is 5m. Slightly increased the damage.

Increased the range of Swindle, Feedback, Resonance, and Rhyme to 12m.

Swindle now costs 1 AP (from 2). Doubled the magic armor damage it deals.

Prismatic Spray now has a custom effect (more to come!).

Song of Nightmares no longer costs 2 memory. It now applies diseased if the target is poisoned instead of acid.

Reduced resonance's heal from 15% per status removed to 12% per status removed.

Creative Burden now only heals allies (that aren't undead). Now more reasonable to steal statuses from enemies if you want, for masochistic melody or rhyming perhaps.

Crescendo now grants a small damage boost at each level, and also applies cloud immunity on its second turn. Clarified Crescendo description.

Simplified some descriptions, eliminating specific scaling information. This information will be available in a readme.

Fixed the starting presets so there's a lot less clipping with the lutes. Characters should start with the right requirements for the new skills.

Bard skill sellers will now sell various randomly generated lutes.

The driftwood Dwarf lute maker (by windmill) now sells bard skills.

Bard and Artificer books should now appear in random loot.

Tarquin should now properly sell the Artificer skills.

Update: 25 Sep, 2017 @ 8:03pm

New Talent! This is more of an experiment than anything, but you can buy a Weapon Master "talent book" from Nebora or the Lady Vengeance Orb seller which grants you the ability to equip a weapon or shield for 0 AP once per turn. This book takes a talent point to use, and will spend that talent point to give you this passive ability.

Updated the ability types of bard and artificer skills so that they aren't source skills that freak out the magisters. They're now spread among the existing ability trees, which is more about flavor than any gameplay element (they still mostly scale with intelligence.)

Because of the above change, I've slightly changed some of the starting presets. Bard now starts with Crescendo instead of Sound Wave, for example. Skald now starts with Necromancy instead of Warfare.

Song of Living Nightmares now deals some magic armor damage. It now properly can upgrade Shocked to stunned. Reduced the upgrade of Slowed to Crippled from 2 to 1 turns. It can no longer randomly apply crippled, but can now shock or deafen.

Jingle now scales with wits to a degree like Song of Living Nightmares. While several statuses will always be applied for 2 turns, most of the rest have a %30 + 2 * Wits chance to last for 2 turns, otherwise lasting 1 turn. For example, if you have 20 wits, you will have 30 + 2(20) = 70% chance that most of your buffs will last 2 turns.

Removed Healing Tears, Regeneration, Flaming Tongues, and Chill Aura as random buffs from Jingle. Tears and Tongues didn't work, and Regeneration wasn't very nice for undead allies (and too often it was kind of useless as well if it occured on a full-health ally). Jingle no longer heals undead when used with Crooner.

Feedback now deafens targets when discharging 2+ statuses, the duration of deafness depending on the number of statuses discharged.

Dance of the Elements does some magic armor damage.

Buffed Guilt Trip, Cacophony, Feedback, and Sound Wave damage.

Reduced the number of projectiles Magic Missile fires from 5 to 4, slightly increased the damage. This was mostly to smooth out the damage scaling, especially at the start of the game.

Rebalanced the Thrasher lute. Masochistic Melody when used with this lute will no longer damage undead (though it won't heal them either).

Removed the random loot modifiers (like applying the vulnerabilities). These will be available in a seperate mod.

Fixed wand lute names, removed the skill that they accidentally had.

Duplicate now should be able to target more ingredients, like metal scraps. It now has the proper cooldown of 100 turns.

Made the warfare skills I added cheaper.

Update: 22 Sep, 2017 @ 8:12pm

A new, wand-like variant of lutes now appear in random loot. This are basically mid-range, two handed wands that deal piercing damage and always have a 10% chance to deafen targets for 1 turn.

Reduced the requirements of several Artificer skills.

All the presets I added now start with clothes for undead to hide themselves.

Kalias and Gareth now sell the warfare skills I added. They should also now appear in random loot.

Slowed now can be discharged by feedback.

Update: 21 Sep, 2017 @ 6:51pm

Update: 21 Sep, 2017 @ 9:50am