Divinity: Original Sin 2

Divinity: Original Sin 2

28 ratings
Mystics (DE)
Game Mode: Story
File Size
497.586 MB
Oct 29, 2018 @ 5:30pm
Apr 20 @ 6:18pm
171 Change Notes ( view )

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Mystics (DE)

Overhaul time:
Thanks to Dima01 and Ameranth, I have added a day/night cycle to the first half of the adventure. Yes, it will be dark at night (There are torches you can carry with you.), it may be hard to see in some places (Torches) and you will get tired (Find a bed to sleep on).

Added EE2 for combat system and uniques
Added WeaponEx for more unique playing.
Added Mystics Two as an expansion pack.

Please note the following:

Prerequisites In order
To get Epic Encounters, follow the link. If you add other mods to this list, make sure this one is last on the list.
Mystics Two is a story mod that wont show up on your add on list. It will show up on your adventure list and is also playable as a stand alone.

This mod also requires
Norbyte's Extender[github.com]

What is the script extender and why to I need it?
Norbyte's Script Extender provides access to a lot of lower-level code for modders. This story mod utilizes a few required mods using the extender. In order for the mod to work, this extender needs to be on your system.

How do I install it?
Head to the extender's
GitHub page[github.com]
and follow the instructions under the "Installation" header. This process will only take a minute or so to do. The extender automatically updates itself, so you never have to worry about using the wrong version.

Suggested Mods
Quality of life: HQ World and Icons Mod
HQ World and Icons Mod[www.nexusmods.com]

Everything Odinblade
Put these after Epic Encounters.
I haven't made these a dependency but they add so much to game play, it would be a shame not to use them.
If you are going to use the Odinblade mods, make sure you also add his vendor tweaks or skillbooks may not show up at vendors.
Also, there seems to be a bug with the necromancer overhaul. Dual wielding some wands have 0 AP cost.

GM Map for level 1B:

Stand Alone Story: Mystics
If you have played the level before, be sure to delete the file in your user directory, before you play it again, to get the new version of the mod. OR, if you are getting an unable to delete message, the same is true.
C:\Users\"username"\Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Mods

Check out Dima on twitch for play through stream of the first adventure in Riverrun: Spoiler.

Level 0:
A relaxing little town in the misty mountains. You wake up to another day in paradise. You've managed to sleep in. A day like any other day, relaxing in a hammock, looking for something to do.
This level is just an introduction. You'll be able to get through it very quickly.

Level 1: RIVERRUN Player Level 1-7
This is pretty much a basher. There is a main quest and a couple smaller quests but the main path is just to fight your way out.

Blaine: Huntsman and drunkard.
Starter Skills:
First Aid, Sky Shot
Blaine has a quirk. Post in comments if you find it.

Duldrak: Warrior, grumpy old man
Starter Skills:
Battering Ram, Whirlwind

Daestina: Rogue and smart aleck
Starter Skills:
Cloak and Dagger. Throwing Knives

Roxy: Wolf companion.
Starter Skills:
Wolf Howl, Wolf Taunt and Wolf Bite
No PETPAL, no worries, Roxy visited a Mystic who set a charm on her that allows her to speak normally.

one hidden companion.

New Classes:
Classes: (Unique classes built for this mod. Each one starts with it's own equipment class. Get a leg up by using one of these and start with weapons and armor)

Succubus Summoner: Built off Summoner
Starter skills:
Summon Familiar (Variant on Summon Newt), Seduce (Variant of Dominate Mind), Succubus Flight (Variant on Flight)

Beast Master: Built off of Warrior
Starter skills:
Summon War Owl, Crippling Blow, Battering Ram

NOTE: PETPAL is important for the Beast Master class. The Beast Master learns skills by talking to the animals and not through skill books. Seek out different animals to summon that type of animal to help you in battle. Since you start on a farm, there are plenty of animals to talk to in the start of the game. There are a few others in the level to talk to later. Summoning skills are built around warrior skills instead of summoning.

Holy Cleric: Built off of Hydrosophist
Starter skills:
Restoration, Healing Tears, Cleanse Wounds

NOTE: This is a highly defensive class to start. There are very few skills built for offense. That isn't to say it couldn't learn other skills as the game progresses.

I have one main quest developing through the level. There are a few smaller quests as well. A lot of the gold and XP come from the quests. Having trouble leveling up or finding gold? Talk to people.

You can probably get 10-14 hours of gameplay out of this.

Expansion Pack: Mystics Two
See mod for description.

Thanks to: LaughingLeader, Dima01, Norbyte, Composer, Kalavinka, Murderbot, Scawsome, Tiqon,13, Heinz234 and Heinz.

Demon Kin race by: Majoras Vox

Minotaur Help: Majoras Vox

Game Testers: Chair, Murderbot

Contact: @Reavers on discord

Thank you Larian for such a great game experience!

See Mystics Two mod for more info.

Special thanks to the Mystiic's crew for streaming their playthrough. Looks like there will be one last big update.
< >
retrotie  [author] Apr 27 @ 1:33pm 
"Also, I'd be happy to lend a hand in the development and/or testing of Mystics Two."
Keep going! I am Reavers on Discord. Hit me up there. I would be happy to get ideas and have help developing it.
BowShatter Apr 27 @ 9:14am 
Also, I'd be happy to lend a hand in the development and/or testing of Mystics Two.
BowShatter Apr 27 @ 9:12am 
Well! I have completed the adventure from start to finish. There are some secrets I could not discover, such as the use of the caterpillars, the "essence" brought up by a certain NPC and hidden companion, but other than that I have explored every nook and cranny of this great mod.

Lots of extremely difficult fights, tons of well-crafted areas to explore, main and side quests to complete and hidden rewarding secrets if one looks hard enough.

If I could give a rating, it'd be a 9/10 from me. One last balance issue I noticed is that the Destroyers and Demon Battle Mages have the spell Enrage in all its vanilla glory, which both the players or NPCs under the EE2 system are supposed to have access to I believe. In one of the early fights, the Enrage caused the Destroyer to single-handedly wipe all allied NPCs in a turn.

I tested out the ending and I was overjoyed to know that it smoothly transitions to Mystics Two with everything on my characters intact.
retrotie  [author] Apr 25 @ 6:48pm 
I look forward to it.
BowShatter Apr 25 @ 5:49pm 
@retrotie Not currently mainly because:

1. Plot is not original. I took i from an Neverwinter Nights module (gave credit in the desc), I'd rather start a fresh plot.

2. Bugs that cropped up in DE, such as NPC portrait bug. Also lots of design-related issues that'd take too long to revise.

Anyways, I'm currently finishing up a three act module for Neverwinter Nignts as well. Might do something for DOS2 after that.
retrotie  [author] Apr 25 @ 2:33pm 
Any plans to bring your story to DE?
retrotie  [author] Apr 25 @ 2:30pm 
The Demon Kin mark the beginning of the end of Act 1.
BowShatter Apr 25 @ 8:34am 
If you're interested, here's a screenshot of my recent progress: https://steamcommunity.com/sharedfiles/filedetails/?id=2467852475

As I mentioned, I'm actually a little past that point but nevertheless thought you might be interested.
BowShatter Apr 25 @ 8:27am 
Since they are so hard and gave no XP, I found other ways to get around them. For example, the encounters leading to the tomb's treasure room were too much for me, so I used Blaine to sneak in for the loot.

I'm currently past the first demon-kin enemies that keep summoning their flowers and zombies, while still having AP to cast even more spells. Bloody hell these guys were ridiculous. I died constantly for more than 10 times until I managed to nuke them down from the back by sending someone past the area transition and starting the fight right in their face. Two summons, shit ton of AP, powerful spells, free Void Glide and reusable bleed ranged attack is excessive. Each hungry flower summon from each of the two demon-kin summoners could single-handedly kill a character with the spores plus standard attack combo.
BowShatter Apr 25 @ 8:15am 
Don't be too hard on yourself. I don't remember any black ring summons too.

I liked that the world was open to tackle enemies at any order I chose and it should always be like that unless a certain place is important to the plot.

About the level up... I think the issue about out-levelling enemies is present in vanilla DOS2, but in Epic Encounters 2 auto-levelling scales pretty much everything about enemies. For example, a pyromancer who can one-shot your character with three consecutive spells in a turn will still do so even after you level up and get new gear, because his stats and spells got scaled up too.