Divinity: Original Sin 2

Divinity: Original Sin 2

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Warfare Expanded
   
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Type: Add-on
Game Mode: Story, GM
Tags: Classes, Skills
File Size
Posted
Updated
738.397 KB
Jul 16, 2022 @ 12:14pm
Sep 24, 2022 @ 8:39am
14 Change Notes ( view )

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Warfare Expanded

Description
Warfare Enjoyers Rejoice!
This Mod REQUIRES: Cleric - Shared Resources
This shared resource mod is required for icons to show up and for many status effects used in Warfare Expanded to work. There is a new vendor named Cleric the Cleric who will sell the new skillbooks! Their locations are listed in the shared resources mod description.

Base Warfare Skills
Most base warfare skills have been adjusted to work with the new Rage mechanic:

Battering Ram, Battle Stomp, Bouncing Shield, Crippling Blow, Blitz Attack, Whirlwind, Onslaught, and Overpower all grant Rage on hit.
Enraged grants Max Rage to the target.

Get your Rage on!
As mentioned, Rage is a new mechanic added by this mod. Rage, as a status, confers no bonuses. There are three levels, and at Max Rage, the character gains automatic access to the skill Decapitate and can use Rage Burst skills they have memorized. Rage Burst skills consume all Rage to perform their attack. These skills are generally more powerful versions of other skills, but a couple are more unique.

Status Effects used in this Mod:

Several status effects not in the base mod are used. If you do not have Cleric - Shared Resources installed, these will not work!
  • Might: Damage bonus
  • Fury: Critical Chance bonus
  • Protection: Increased resistances
  • Quickness: Increased AP recovery
  • Swiftness: Increased movement
  • Vulnerability: Reduced resistances
  • Lethargy: Reduced initiative and AP recovery
  • Deeply Wounded: Reduced maximum vitality
  • Impaled - Enemies who are impaled take piercing damage on their turns. Anyone near the impaled character is granted a skill that deals damage but removes the impale. That skill's damage scales with Level and Strength.
Skill Types
A handful of skill architypes are added with this mod.
  • Stance - Warrior stances are mutually exclusive (and mutually exclusive from Assassin stances in my assassin mod and further cannot be used alongside any other mod that uses the Stance Skill Type. Nothing in the base game uses this skill type.) These skills can only be used when holding a melee weapon (or shield for the two shield stances), and will be removed when equipment changes. Stances otherwise only get removed when recast or a new stance is activated.
  • Shout - Various non-attack effects, usually denoted with quotes as titles. They count as spells and are rendered unusable when Silenced.
  • Rage Bust - Requires and consumes Max Rage. They are generally more powerful than other skills.
  • Base Attacks (not labelled) - Skills that have very little in the way of requirements to get max benefit out of. All base game skills fall in this group.
  • Exploit Attacks - A serious of attacks that have additional effects as long as conditions are met. These mostly revolve around requiring a status on the enemy to get max benefit out of. (ie - if target is Bleeding, they are now Deeply Wounded).
  • Chain skill - The only skill that falls in this category is Sun Strike which unlocks Moon Strike.

Check out the full Skill List![docs.google.com]

Tips
  • Hit things.
  • All skills are available at existing Warfare Merchants.
  • If you're a fan of the very simplified skills of the base game, there are several in this mod in the same vein. Sever Artery, Bladetrail, Bladestorm, Shield Bash, Seeking Blow, and Keen Strike are all straightforward skills. They amount to little more than additional damage buttons with additional unconditional effects.
  • Some stances have downsides. Some buffs and other skills have effects that can mitigate these downsides.
  • If things are still alive, hit them again.

Credits & Thanks to:
  • Larian Studios and ArenaNet for games worth playing and modding, and to ArenaNet for the icons used in this mod.
  • The modders constantly dealing with my questions on the Larian Discord server. Especially DoctorBeetus and Laughing Leader.
Popular Discussions View All (2)
5
Mar 21, 2023 @ 9:07am
Known Issues, Bug Reports, and Upcoming Updates
Cleric
5
Aug 23, 2022 @ 9:28pm
Warfare Expanded - Skill List
Cleric
35 Comments
Cleric  [author] Apr 23, 2023 @ 1:02pm 
Totally forgot I did that, thank you xD
이순규 (Splontot) Apr 23, 2023 @ 5:10am 
This mod is still linked to from the Bladeweaver mod description just so you know, Cleric.
Cleric  [author] Mar 26, 2023 @ 1:35pm 
Just a heads up:
This mod, for all intents and purposes, is retired. I've re-released a version with a trimmed down skill list, better scripting, and utilizes the Script Extender and LeaderLib. These tools and changes allow the mod to handle things better, be more reliable, and most of all, easier to manage.

However, since the Script Extender is impossible to use with Macs, etc., this version of the mod will remain available and will receive fixes to severe issues if they should crop up. The mod WILL be unlisted, however, and findable through a link on my Shared Resources page and from the google sheet with skill lists.

Thanks to everyone who has provided feedback, subscribed, favorited, and supported the mod and my work!
CheezBallz Mar 21, 2023 @ 8:43am 
I think it'd be great if you and feenex could fix the incompatibility between this mod and feenex's battle pack's monk stances. I have a monk in the same party as a warrior that I'd like to use this mod with, but I didn't realize they were incompatible.
Cleric  [author] Mar 13, 2023 @ 8:10am 
@Vulban
Short answer is no, mostly because the mod isn't really going to receive changes and because stances are meant to work with melee weapons specifically and exclusively. Secondarily, even if I made the stances not be removed on equipment change, monk stances would remain incompatible. Both Feenex and I use Status_STANCE for the stances and those automatically have exclusivity hardcoded - meaning you can only have one Stance status at a time. This is intentional on my part as I don't want people stacking up these passives between several of my own mods.

@Tribak
For the same main reason as Vulban's - this mod is not receiving updates and changes like that. If you have another mod that touches Vanilla warfare skills, place it below mine in the load order.
Vulban Mar 12, 2023 @ 11:21pm 
is there a way to make the stance not be removed when equipment get change ? i just want to ask because feenex monk stance get remove when you use it with this mod
Tribak ✨ Feb 15, 2023 @ 11:39am 
Hey Cleric I absolutely love these GW2 inspired skills but is there a possibility you can make a version that doesn't touch the vanilla skills?
Cleric  [author] Oct 4, 2022 @ 5:46pm 
Yeah, that's just how Auras are coded. If a character is immune to the status the aura is applying, then the game attempts to apply it on every tick. You can get similar issues with Evasion Aura or Petrifying Aura from the Medusa head (on characters immune to petrification).

I highly, HIGHLY recommend Norbyte's Script Extender (and Leader Lib) which both help address Aura Spam to some extent.
das unfourjhinate Oct 4, 2022 @ 12:31am 
Sorry, should've been more specific. I meant that the Evading status is constantly being spammed (what I meant be reapplied). Like a constant stream of Evading getting applied then taken away over and over til it lags the game out. I would send a screenshot if I knew where to send it
Cleric  [author] Oct 3, 2022 @ 8:21am 
@L115
Unsure what you mean. If you mean it's being applied like an aura, that's intended. You're only supposed to have Evading when near the protector, and it goes away when you leave the aura. If you mean something else, I will need more information.