Divinity: Original Sin 2

Divinity: Original Sin 2

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Arcane Archer - Slightly Unstable Elemental Archer
   
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Type: Add-on
Game Mode: Story, GM
Tags: Classes, Skills
File Size
Posted
Updated
8.588 MB
Aug 2, 2022 @ 12:11am
Mar 12, 2023 @ 1:45pm
19 Change Notes ( view )

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Arcane Archer - Slightly Unstable Elemental Archer

In 1 collection by Cleric
Cleric's DOS2 Mods
9 items
Description
Introducing the Arcane Archer!

Arcane Archers are finesse-based bow-users who's weapon skills deal magic damage. Through their fixations, the magic damage can instead be converted or supplemented by a chosen elemental damage type. Not only focused on their innate skills, an Arcane Archer can enchant their Quivers and significantly increase the potency of their crafted arrows, or whip out their Artificer's Tools to replicated many crafted grenades.

This mod REQUIRES: Cleric - Shared Resources, LeaderLib, AND Norbyte's Script Extender[github.com]
Shared Resources for a combined atlas of all my mods to reduce UI issues.
LeaderLib and the Script Extender to make the skills feasible in their current forms without an absurd amount of finagling and bugs. To say the mod would be impossible without them isn't exactly true, but there's no way I'd have it this complete any time soon without them, and definitely not with the relative ease.

Skills:
  • [Elemental] Fixation - The core mechanic of the class. Most skills interact with fixations, usually by adjusting the damage type or effects. Fixations do not cost AP, but using one sets the others on Cooldown for one turn, meaning you don't waste AP to engage with this mechanic, but you need to plan the changes. Fixations alter ALL DAMAGE DONE BY BOWS AND CROSSBOWS!
  • Arcane Arrow - Deal magical damage. Deals more damage than basic attacks.
  • Arcane Agony - Pierces enemies and applies agony.
  • Arrow Of Plenty - Heal and buff allies.
  • Void Shot - You hit your target regardless of line of sight. Does not count as a projectile.
  • Arcane Inhibition - Apply status effects and deal additional elemental damage if magic armor was destroyed.
  • Arcane Barrage - Fire arrows at up to three targets that deal elemental damage based on your fixation.
  • Arcane Blast - Your arrow becomes a detonating magic projectile that creates or clears surfaces and deals damage based on your fixation.
  • Artificer's Toolkit - Having the active status effect from this skill allows you to 'learn' grenade skills. The Artificer versions of Grenade skills are all slightly altered, cost 2 AP, are affected by the Slingshot talent (but NOT Ambidextrous), and are only useable when the kit and their relevant fixation are active (ie Artificer's Poison Flask requires the Artificer's Toolkit AND the Geo Fixation status effects). The grenade skills all have a 2 turn cooldown.
  • >>> NEW: If using Throw Explosive Trap or Mass Deploy Traps under the effects of Artificer's Kit, you can Artificer versions. The traps arm at the end of the round and detonate when characters move near them. The damage type depends on your Fixation.
  • >>> NEW: If using Wind-Up Toy while under the effects of Artificer Kit, you gain a new Artificer's Puppet skill. The puppet is stronger at summoning 10, and can detonate itself. If it dies it detonates with less damage. The type of damage the puppet's explosions do depends on your Fixation.
  • Arcane Quiver - Your crafted arrows bounce. Smokescreen arrows instead apply blind and suffocating on top of it's normal effects.
  • Arcane Echo - Fire an arrow that bounces and deals magical damage. Enemies without magic armor who are hit generate additional elemental projectiles based on your fixation. The extra projectiles also bounce.
  • Arcane Incapacitation - Deal elemental damage and apply a status based on your fixation.
  • 1 Source: Tempestuous Flask - Gain Quickness and bonus Intelligence, Strenght, and Finesse. Gain an addition boon based on fixation. If the flask is used again before it's base effect wears off, you gain all boons for all fixations.
  • 2 Source: Chain Reaction - Deal random elemental damage to an enemy. After one turn, they detonate for slightly more damage, and after a second turn, they detonate again for even more damage. All damage is of a random element.
  • 3 Source: Elemental Shower - Fire a massive barrage of arrows at all enemies in range that deal damage based on your fixation.

Check out the complete list here.[docs.google.com]

All skillbooks are available at your local Huntsman dealer. Additionally, there is a new vendor named Cleric the Cleric who will sell skillbooks from any of my class mods you've installed! Their locations are listed in the shared resources mod description.
There is also a preset for this class.
Please note, that to be effective with most weapon skills, it is absolutely an imperative to choose/purchase Chaos Fixation!

Tips & Tricks:
  • Agony reduces all elemental resistances, make sure to get it applied effectively to priority targets.
  • Torturer isn't terribly effective, but when paired with grenades it can help apply damaging statuses like burning which reduce resistances.
  • Savage Sortilege will affect your replicated grenades, but not terribly useful outside of them.
  • All damage is based on your weapon or on finesse. Read the tooltips, especially if using modded weapons that do not scale with finesse. This primarily means grenades are not great when paired with an intelligence bow build, etc. It also means that Scoundrels and Spear users could potentially use the replicated grenades effectively.
  • Elemental damage from weapon skills is achieved through damage conversion in the extender. ***DO NOT BUILD ELEMENTAL ABILITIES*** to scale damage. Build the abilities that improve your weapon damage. In general cases, the Arcane Archer should be built basically the same as a regular archer. It benefits from most of the same talents, abilities, and attributes. If using modded weapons that changes the base damage of a bow to Fire, then build Pyrokinetic regardless of your Fixation. Elemental Abilities WILL affect grenade effectiveness, however.
  • Arcane Archers are a valuable tool in magic parties from the get-go now. Changes to Fixations cause basic attacks to deal elemental damage - but they do not affect huntsman skills.
  • Arcane Archer provides no mobility skills. Utilize your points in huntsman or warfare to get vanilla spells.

Recommendations:
Reforge by Focus: gives you the ability to change weapon damage to an elemental type to ensure even huntsman skills remain relevant to a pure-magic damage party. Not really necessary anymore, but still worth checking out.

Compatibility:
This mod only adds skills and adds inventory to merchants (appended, so it doesn't overwrite).
In regards to the popular Odinblade Overhauls, Elemental Adaptation could conflict, but I have not tested it yet.
Savvy Hunter will not have an effect on Grenade skills introduced by this mod and will not boost the damage of empowered arrows while using Arcane Quiver.
The mods are not incompatible, but my mod's Quiver will override Savvy Hunter's effects.
As for gameplay overhauls like Unleashed, check their descriptions regarding class mods. I haven't used them and do not test them.

Credits and Thanks:
Primarily to Doctor Beetus for a lot of contributions to the core of what makes the mod tick, as well as Laughing Leader and Norbyte for their contributions to the modding community as a whole that makes this mod even possible in it's current form.
All Icons are from Game-icons(.)net. Authors: Lorc, Delapouite, and Carl Olsen.
Popular Discussions View All (1)
7
Mar 12, 2023 @ 1:48pm
Bug Reports and Known Issues
Cleric
52 Comments
Potätr Sep 23, 2024 @ 3:54pm 
I can't use this because my attack icons are all white boxes and I don't know why
SlugKing Jul 6, 2023 @ 12:00am 
Nevermind, just tried equipping chaos fixation and that added them.
SlugKing Jul 5, 2023 @ 11:01pm 
Is there any way to get the 4 elemental fixation spells if you don't start the game as this class?
Cleric  [author] Apr 30, 2023 @ 2:03pm 
After checking it out and talking with LL, it appears to be an oversight in LeaderLib causing the issue. Look for LeaderLib to be updated and it should provide the fix! Thank you for reporting!
Afflux Apr 30, 2023 @ 8:42am 
We've been attempting a grenade build with this mod, but when throwing the grenades with Artificers Toolkit and the correct Fixation active, it doesn't give us an "extra skill" like the mod description details. Tested this originally with extra mods installed but I've gone ahead and removed them to ensure it wasn't just a conflict.

We have v58 Norbyte, Shared Resources and LeaderLib installed, any ideas? :)
Cleric  [author] Apr 12, 2023 @ 7:17am 
@zulOkin
No, the display name in game has no effect on statuses. The only incompatibility happens if the engine name is the same - in this case they are not. Since you'll have LeaderLib with this mod, you can actually see the engine names of statuses!
zulOkin Apr 12, 2023 @ 12:37am 
does this affect odin blades agony effect? from specter class
Cleric  [author] Mar 17, 2023 @ 5:22pm 
No, no cheat chest or method to getting them. Skills sold at Marksman skillbook vendors and Cleric the Cleric exclusively - and are level-gated like vanilla skills.
MorningDewKi Mar 15, 2023 @ 8:17pm 
Is there a cheat chest with all spells?
Cleric  [author] Mar 6, 2023 @ 12:56pm 
为了妾身做主呀~~!
Sorry for the late reply. For many reasons it was not, and I finally had time to sit down, ask about, and fix this issue. Resistances will (mostly) apply to Arcane Archer skills and Auto-Attacks when Fixations are active. There are small issues (like not quite playing nicely with resistances over 100% which still results in extremely reduced damage), but for the most part things are smoothed over.