Divinity: Original Sin 2

Divinity: Original Sin 2

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Odinblade's Geomancer Class Overhaul (DE)
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Jan 13, 2019 @ 12:58pm
Jul 6, 2020 @ 11:15am
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Odinblade's Geomancer Class Overhaul (DE)

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

Wanting to manipulate the fabric of the earth? Looking to command the forces of nature? Got an urge to afflict debilitating poisons onto your enemies? This mod overhauls all existing Geomancer skills, as well as adding plenty of new ones, to deliver a truly tectonic Geomancer skill tree!

"All minerals are malleable so long as you have willpower and determination to control them."

Also available on Nexus Mods![www.nexusmods.com]


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Thank you, and I hope you enjoy this mod!


Version 1.0.6 (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 Geomancer Overhaul is no exception. With the improvements made to all Geomancer 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:

  • Plague
    Laughter isn't always the best medicine - the Plague know that a deadly concoction always does the trick.
  • Sentinel
    Tough as steel, the Sentinel is an impenetrable force to be reckoned with.
  • Terramancer
    Terramancers bend the earth around their foes to control the battlefield.
  • Grovetender
    Known across Rivellon as the 'Voices of Nature', the Grovetenders maintain the balance of nature.

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 Grovetender, a plant-based support mage capable of dishing out good damage.

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.

Skills

You may have noticed some skills from Divinity: Original Sin EE making a return with some additional effects, such as Conjure Earth Elemental and Midnight Oil. 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 Geomancer spells, and I have compiled these changes into a doc:


New Geomancer Weapons

As with my other overhauls, I have added some new Intelligence-based melee weapons to bolster close-combat playstyles. Although there are currently no new weapon skills to accompany them, the new weapons will be a welcome addition to any team composition.



The new weapon types include: Earth Staves, Earth Wands, Earth Daggers, Poison Daggers, Poison Maces, and Earth Maces.


Kestia the Preserver is an expert in earth magic, and she is able to sell the party skillbooks. Kestia also sells crafted skillbooks at levels 5 and 13. She may be found throughout the game in various locations:
  • Fort Joy:
    • Next to the tent east of the Fort's initial entrance, on the way to Beast (shipwreck).
    • Behind the tent next to the altar in Armadia's Sanctuary.
  • Reaper's Coast:
    • Aboard the Lady Vengeance. She is next to a crate at the helm of the ship.
    • Outside the entrance of The Black Bull in Driftwood Square.
  • Nameless Isle: On the landing shore as you arrive.
  • Arx: In the East section of the market square, next to some crates.

Basegame Geomancer 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: Wesley Burt, Wizards of the Coast, Kimonas, StuArtStudios, Riot Games, Zhang Wenbo
Spell icons: Larian Studios, Hi-Rez Studios, Riot Games, Wizards of the Coast, Valve, Blizzard Entertainment
Assistance and inspiration: LaughingLeader, Helaene
Being awesome: Larian Studios


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 (3)
44
Mar 6 @ 1:35pm
PINNED: Bug Reports and Known Issues
Odinblade
7
Jun 18, 2020 @ 9:42pm
PINNED: Suggestions and Balance Improvements
Odinblade
1
Apr 10, 2019 @ 6:43pm
Creativity <-> Skills without restriction
vinc
< >
182 Comments
AarkNoa May 7 @ 5:07am 
I have noticed that a few enemies in late game tend to shriek my entire party with one use of 'Reactive Armor' and I've recently discovered a mod that changes the skill to what I call a lesser evil. Does physical armor dmg instead, but I've experienced a few crashes with both mods active unfortunately
Could there be a patch to change only Reactive Armor back to normal? Pretty please?
AarkNoa May 7 @ 5:03am 
@ Domppa [FIN] it literally says in the description of the 'Extra Enemies for Fun' Mod that it is incompatible with Odinblades Geomancer Overhaul and near those archery targets is exactly the location of the Imp Boss which is the cause of the incompatability
HalfThere Oct 22, 2020 @ 11:47am 
Tooltip descriptions are modified to match changes, indicating a properly installed mod, but I cannot find Summon Poison Elemental anywhere, nor Midnight Oil - neither your merchants not the standard ones are selling it, but they are selling Reactive Plating (Lady Vengeance, Driftwood square, both act 2)

I'd really like a quick (or dirty) fix since part of my build was hoping for the Poison Elemental!
Bradeurs Oct 21, 2020 @ 1:04pm 
This mod caused my game to crash after the arena of the one cutscene, not sure what could cause it but I'd assume it's the AI trying to use this mod?
Selig Aug 23, 2020 @ 1:58pm 
Sorry if this has been mentioned before, but with the Geo weapons, does that mean using them will lead to only magic dmg builds? I messed around with the different class overhauls for a little bit the other day and noticed when I made a Sentinel-like build (but with the pyro overhaul) I was destroying the magic armor instead of physical and thus had to rethink how I made the party.

I guess my concern would be, are the Geo-weapons going to be comparable to mid/late game physical weapons. If so then my current party idea needs to be reworked or else I'll have 3 magic dmg dealers and one physical.
Odinblade  [author] Jul 9, 2020 @ 1:14pm 
@Domppa [FIN] In this particular Gift Bag, it looks like Larian have changed some of the back end code logic for the whole game itself, not part of the Gift Bag features. Some of these changes cause crashes in some scenarios, e.g. whenever a Summon uses a skill to create it's own Summon, or the wedding cake explosion in Arx. Like I said I assume it's a result of these code changes, but I'll look into it.
Domppa [FIN] Jul 9, 2020 @ 1:08pm 
And the save file was started before the Gift bag 5 got released so it should not be enabled in general.
Domppa [FIN] Jul 9, 2020 @ 1:07pm 
I didn't have any gift bags enabled.
Odinblade  [author] Jul 9, 2020 @ 4:51am 
@Domppa [FIN] Will do some testing once I've finished work. Gift Bag 5 has introduced a lot of crashes into certain points in the game (often sporadic crashes), so my initial thought is that it could be related. Will get back to you :)
Domppa [FIN] Jul 8, 2020 @ 2:24pm 
My game has crashed in multiple different situations, but I did find one situation where engaging some enemies "Act 2: In the center of the map, near the archery target board." with these mods: https://gyazo.com/03ac79207390caa4f6b1ce52057fd6e7
crash the game as soon as the fight starts.

Every other mod seems to work without crashing, when Geomancer class isn't enabled in that specific schenario.

I have also crashed in situations that have had nothing to do with "Extra enemies for fun" mod, but l can't prove that they would be the fault of the "Geomancer Class Overhaul (Def Ed)"