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Ancient Gifts Mod Beta 1C




Description:

Current Version: 1C

Authors: HardLess, Mantella

Contact:

Summary:

With the cataclysm that put an end to the second age, many ancient knowledges were lost. Today as the earth shakes under army's march, the foundations of the second age reemerged from there ruins.

This mod provide a new "Soul of Iron" skill table (melee/combat magic) and 32 Dungeon siege 1 spells !





Details:
  • Single Player: Y
  • Multi-Player: Y
  • Difficulty Settings: N
  • New Graphics: Y
  • New Sounds / Music: N
  • New Weapons: Y
  • New Armor: Y
  • New Spells: Y
  • New Misc. Items (Rings, Amulets...): N
  • New Character(Drunk: N
  • Modified GUI: Y
  • Modified Experience: N
  • Modified Custom Map: N
  • Modified Skill Tabs: Y
  • New Enemy Type(Drunk: N
  • Modified Attribute System: Y
  • Modified Loot Drops: N
  • Modified Container: N
  • Modified Spells: Y
  • Modified Items Modifiers: Y
  • Next Improvements:
  • Powers for the current Tab
  • Skill Tab
  • Armors and Weapons
  • Spells
  • Other features
  • Know Issues:
  • Fist of stone level indicator hidden
  • Skill incrementing indicator not implemented
  • Skill points bonus display not implemented























  • Installation:
    Place Ancient_Gifts_Beta_1c.ds2res into the Dungeon Siege 2 Broken World Resources folder.

    Uninstall:
    Remove Ancient_Gifts_Beta_1c.ds2res from the Dungeon Siege 2 Broken World Resources directory.


    Links:

    You can find the english readme here.
    You can find the french readme here.
    Ancient Gifts Beta 1c: Download it

    Ancient Gifts Beta 1c for Aranna Legacy: Download it.

    Ancient Gifts Beta 1c for Adepts: Work in progress.

    Special thanks to KillerGremal, DarkElf, Bare-Elf, Dulac and Iryan.



    HardLess and Mantella

    __________________________

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    Killerloli's picture
    I have little ide for the

    I have little ide for the ranged/nature skill tree, it's just a realy basic ide but it might come in handy to create something around it.

    I'm thinking that the archer is giving it's summoned creature commands throu spells, think of it as "commands" for a trained battle/war beast theme, let's say that one spell might command the pet to rend it's target while another spell commands it to stun a single target, and the archer on top of this could gain bonuses depending on the summoned pet (perhaps implementing this with new summons)

    Well it's just a thought and I have never made any mods so I acctually have no ide how much effort this will take.

    Hope it could come in handy since this is my fav mod here (especially that you can have it together with Aranna Legacy)

    Re: Ideas on Nature/Combat

    Lukawh wrote:
    I have a little idea for Combat/Nature Magic guy. It could be interesting if one of the specialization branches of his skill tree was oriented towards manipulating enemies. One of his spell could be one that would make sort of a windstorm all around him which would cause all hostile projectiles and projectile spells (e.g. firebolt, but not jolt) to miss their target. A passive skill would be oriented towards this that would increase deflecting angle of this spell and eventually most projectiles would be thrown back at those who fired them. One thing about this would be that the mage using this spell would have to continually hold his hands in certain position for this spell to work. If he moves or does something else, the spell stops(like Electric Bolt in DS1- block [spell_turet] had require_still in it, if my interpretation is confusing). This would be all that the mage would do during combat. There could be other skills in this specialization branch like knockbacking multiple enemies in random directions by a single spell.

    And there could be a passive skill that would give % chance for any monster that decides to attack this character to change their target, or flee instead or to be stunned for some time(something like Hypnotic Gaze, Intimidating Glance and Redirection).

    Combat Mage and Nature Mage in DS2 summon raw elemental powers to damage oponents. What if a character multiclassing these two skills would use more sophisticated arts of magic like those I mentioned above? Something like: if you are able to manipulate both fire(Combat Mage) and ice(Nature Mage), you are beyond petty elemental magics.


    I like all of those ideas. May be a little hard to put into one skill tree but better having too many choices than too few.

    It would be a good idea to look at some of Darkelf's work, I believe its all open source with due credit. That's where I got a lot of material for Adepts. One of his spells is Fear, which works like Freak from DS1 and causes the monsters to temporarily run away from the caster. This is an example of mind manipulation as was the DS1 spell Charm, which cause the monster to fight for you. As I said before LOA introduced a lot of interesting new spells & concepts into DS1. Hardless has already looked into the transform spell but its very difficult to implement in DS2. Its a pity we don't have direct access to dll editing in DS2 like we did in DS1 as something like that would propably be necessary to pull off something as ambitious as that.

    Also looking from the angle of raw elemental power, I agree with your suggestion and it could also be used to create spells using 2 elemental properties to make something entirely different. The caster would need to be at a certain skill level with both combat and nature magic to unlock them, plus also possibly pre-requisite skill tree requirements.

    sigofmugmort1 wrote:
    Explosive powder, Bomb, Light ray etc. are all in Adepts. I'm currently learning by making changes to them Insane Smile

    (maybe, if Techi lets me host file on Techiem2.net I might upload my experiments)

    Dwarf


    That's sounds great, I'd like to see your experiments for sure as probably would Hardless. Remember those were all alpha version spells and as Hardless commented before the spell effects were lacking for some of them like explosive powder, etc. Also again Darkelf is to be credit as many of the Adept spells were based on his work.

    While DS1 could have been criticized for having too many disjointed spells, I vastly preferred its variety to DS2's handling of spells, trying to 4 clones of the same thing.

    HardLess's picture
    Turret spells

    Lukawh wrote:
    One thing about this would be that the mage using this spell would have to continually hold his hands in certain position for this spell to work. If he moves or does something else, the spell stops(like Electric Bolt in DS1- block [spell_turet] had require_still in it, if my interpretation is confusing).

    That's a great idea, in fact I don't even recall such spells in DS1, but that's a great idea and I will take a look at this spell_turret component and will try to implement it in DS2 to see what it look like. But I'm sure that would give really new possibilities in term of spells and skills. I'll look into it tomorrow, but this is a really nice idea. Thanks Smile

    Lukawh wrote:
    And there could be a passive skill that would give % chance for any monster that decides to attack this character to change their target, or flee instead or to be stunned for some time(something like Hypnotic Gaze, Intimidating Glance and Redirection).

    Combat Mage and Nature Mage in DS2 summon raw elemental powers to damage oponents. What if a character multiclassing these two skills would use more sophisticated arts of magic like those I mentioned above? Something like: if you are able to manipulate both fire(Combat Mage) and ice(Nature Mage), you are beyond petty elemental magics.

    I totally agree with you mind manipulation is a great idea, we need to find some good passive skills and variation, but that's a good start for sure Smile. And yes elemental is perhaps to easy for such a magician Laughing out loud.

    Thanks again, I'll come asap to show you what I have been able to do.

    See you.

    Lukawh's picture
    Ideas. on Nature/Combat

    I have a little idea for Combat/Nature Magic guy. It could be interesting if one of the specialization branches of his skill tree was oriented towards manipulating enemies. One of his spell could be one that would make sort of a windstorm all around him which would cause all hostile projectiles and projectile spells (e.g. firebolt, but not jolt) to miss their target. A passive skill would be oriented towards this that would increase deflecting angle of this spell and eventually most projectiles would be thrown back at those who fired them. One thing about this would be that the mage using this spell would have to continually hold his hands in certain position for this spell to work. If he moves or does something else, the spell stops(like Electric Bolt in DS1- block [spell_turet] had require_still in it, if my interpretation is confusing). This would be all that the mage would do during combat. There could be other skills in this specialization branch like knockbacking multiple enemies in random directions by a single spell.

    And there could be a passive skill that would give % chance for any monster that decides to attack this character to change their target, or flee instead or to be stunned for some time(something like Hypnotic Gaze, Intimidating Glance and Redirection).

    Combat Mage and Nature Mage in DS2 summon raw elemental powers to damage oponents. What if a character multiclassing these two skills would use more sophisticated arts of magic like those I mentioned above? Something like: if you are able to manipulate both fire(Combat Mage) and ice(Nature Mage), you are beyond petty elemental magics.

    Explosive powder, Bomb,

    Explosive powder, Bomb, Light ray etc. are all in Adepts. I'm currently learning by making changes to them Insane Smile

    (maybe, if Techi lets me host file on Techiem2.net I might upload my experiments)

    Dwarf

    HardLess's picture
    Re: Sounds good Hardless

    Iryan wrote:
    I believe this is looking like the Ranger class from many popular RPG franchises. Using nature to help augment their abilities like the Blood Assassin uses combat magic to augment theirs.

    You must be right, I really would like to found an idea which is a bit interactive as the Blood Assassin has his marks.

    Iryan wrote:
    Wind Magic is something not utilized much in the DS series but found in a lot of other rpgs. Apart from buffing their speed, agility and dodging ability it could have limited offensive abilities as well. Some ideas would be Haste (like from LOA), Slow (like the slow crowd spell from LOA), Transform (also LOA) and a few summon spells like summon bear, wolf, etc (all natural creatures). Maybe also a skill to convert 1 enemy nature based creature (again bear, wolf, etc) within range to help them for a short time like the charm spell from DS1.

    I think the real focus of this character is important before choosing an element in fact. Perhaps we should think about what this character would be capable of, what is the gameplay. Choosing an element would be easier after. A buff focus character is lacking from DS2, their are little spells compared to DS1. I have worked last year on those transform spells. I had a start but it was really buggy. I will take a look at this I loved this idea in DS1 and a character base on the transfomation spells would be really great. If it end up possible I have a great idea for the Nature/Combat mage Laughing out loud.

    Iryan wrote:
    An idea would be for them to be able to cast Gravity/Energy type magic like explosive powder, bomb, cluster bomb, light ray, starburst, meteor, meteor storm, tremor, nova strike, sun ray, etc. (all from DS1).

    Dungeon Siege 1 had so much spells if it was simple to put it all back to DS2, skill trees would be useless Smile. Dungeon Siege 2 is using not that much magic types. And moving lightning to combat magic was a bad idea in my opinion. Combat magic can have so much element and type of energy, nature magic is lacking something in DS2. Not as powerful as it was. I have made "explosive powder, bomb, cluster bomb" spells last year but I wasn't really happy with the physics of it, I wonder if I can find them on my old HDD.

    Sounds good Hardless

    HardLess wrote:
    Those are my primary objectives for the mod:

    About the Soul of Iron :

    So I want to create a melee character based on dexterity, being able to dodge and land critical strike. Using a new type of magic the "aether" a dark green matter in a form of a chain which can be use to ground his enemies or drag them to him but also protect him from attack he wasn't able to dodge. I want him to have a teleportation power and power to enchain nearby enemies.


    You have done very well considering that the mod has had limited exposure. I like all of your ideas as they help expand the possibilities playing the game.

    HardLess wrote:
    About the Ranged/Nature:

    I was thinking of a character based on the use of aura and his element would be the wind. He would be able to heal and buff his friends and he has a massive impact on the enemies slowing them, demoralizing them making them easy target. He could be able to push a whole horde of monster from him thanks to his use of the wind and giving a powerful motivation to his friends. With a good combination of the cold magic he could be able to freeze his enemy with a single breath. Perhaps something with like a fairy companion I don't know yet.


    I believe this is looking like the Ranger class from many popular RPG franchises. Using nature to help augment their abilities like the Blood Assassin uses combat magic to augment theirs.

    Personally Nature Mages already have numerous cold spells so I would steer clear of those, instead using spells to help augment their abilities and those of the party.

    Wind Magic is something not utilized much in the DS series but found in a lot of other rpgs. Apart from buffing their speed, agility and dodging ability it could have limited offensive abilities as well. Some ideas would be Haste (like from LOA), Slow (like the slow crowd spell from LOA), Transform (also LOA) and a few summon spells like summon bear, wolf, etc (all natural creatures). Maybe also a skill to convert 1 enemy nature based creature (again bear, wolf, etc) within range to help them for a short time like the charm spell from DS1.

    Rangers could also have the ability to hide from the enemies or sneak past them in order to create an ambush. It would be great also if they could lay traps to augment these abilities, like LOA provided (glyphs) or decoys (like the Mindflare spell from LOA).

    Dexterity would be extremely important to them as well as intelligence for their spells and skills.

    HardLess wrote:
    About the Nature/Combat:

    For this guy I want to create a sort of dark/light mage balancing between the art of using black mage and light magic giving him the ability to make a massive amount of damage to his opponents but also buffing his companions. He would be able to create illusions.


    An idea would be for them to be able to cast Gravity/Energy type magic like explosive powder, bomb, cluster bomb,
    light ray, starburst, meteor, meteor storm, tremor, nova strike, sun ray, etc. (all from DS1).

    The skilltree could be quite interesting, allowing the player to choose to specialize in either gravity, energy or buffs. Buffs could be things that enhance protection or elemental shields or armor like again what DS1 provided with Mana Shield, Fire Armor, etc.

    Intelligence would obviously be the prominent stat but strength could be important for gravity type spells and dexterity for energy?

    While normal summons wouldn't be suitable for this type of mage, they could still be allowed (and specialize?) in summoning elemental summons like Fire, Ice, Water, Earth, Wind, Lightning and ethereal Elementals. All of these already exist in DS2 or converted from DS1 or LOA in the Legendary Mod.

    HardLess's picture
    Need some motivation

    Hi guys, it has been such a while for me to post anything here. I have lost motivation and enthusiasm and I apologize to every users of this mod. My third year at the university was harsh but the year is finish. I'm currently doing an internship so I'm quite busy. My internship will end mid-July so I want to work again on the mod before my first year of master start. Because I'll be even more busy that I was this year so I have 1 month and a half to work on it. I'll be able to really create content during August but before creating some content I want to have a real plan. That's where you guys (if you are interested obviously) comes in.
    Those are my primary objectives for the mod:
    _Total rework of the Soul of Iron
    _Creating a Ranged/Nature skill tree
    _Creating a Nature/Combat skill tree
    It's have been a year now so I during this whole time I have written down every pieces of idea I had. And I'm even more excited knowing that the version C of the mod has been almost downloaded 1000 times, perhaps a little amount for you but for me it's monstrous. And this is why I want to thanks everyone who downloaded and played this mod because they have been quite a support for me to come back modding. I'll try over the difficult year to come to be at least on the forum twice a week to answer any question and to fix anything that I can as quick as possible.

    But let's come to the good stuff. So firstly about this NEW soul of iron, I have been imagining a real personality to this guy.

    About the Soul of Iron :

    The souls of iron a feared group of strong soldiers using the magic from another world to control and destroy their enemies before the first cataclysm. Their magic were lost when the shield met the sword and they became only a myth in Aranna. The myths tell that their bodies were rotten by the use of their magic, their hands was blended to their sword. They were swift and untouchable even in front of many opponents. The magic they used manifested in a form of a dark green chain. Some old priest of the 10th Legion even tell that they were able to disappear during a combat and reappear miles away without being seen by any even by mighty mages, some hypotheses tell that they were able to go in another world even if they lost a bit of their souls every time.

    So I want to create a melee character based on dexterity, being able to dodge and land critical strike. Using a new type of magic the "aether" a dark green matter in a form of a chain which can be use to ground his enemies or drag them to him but also protect him from attack he wasn't able to dodge. I want him to have a teleportation power and power to enchain nearby enemies.

    About the Ranged/Nature:

    I was thinking of a character based on the use of aura and his element would be the wind. He would be able to heal and buff his friends and he has a massive impact on the enemies slowing them, demoralizing them making them easy target. He could be able to push a whole horde of monster from him thanks to his use of the wind and giving a powerful motivation to his friends. With a good combination of the cold magic he could be able to freeze his enemy with a single breath. Perhaps something with like a fairy companion I don't know yet.

    About the Nature/Combat:

    For this guy I want to create a sort of dark/light mage balancing between the art of using black mage and light magic giving him the ability to make a massive amount of damage to his opponents but also buffing his companions. He would be able to create illusions.

    As you can see I need help to finish those guys, like back stories and obviously names. Create a new skill tables require a lot of imagination and I need a boost from you guys. I have to create over 50 skills, powers and spells to make this really playable. I'll work on it as soon as I have a nice starting point for one of them.

    I would like to create really cool effects for those guys as well which takes a lot of time so if enough people are interested I will create a blog entry where I will post every new thing I create for you to have a look and give your opinion.
    I really want this to work out but I'll need help with your minds guys. So if you are enthusiast I will work on it as soon as we have something concrete.

    confused... alive but confused

    this mod is great first off, and runs with arrana legacy beautify. one thing i noticed though is that with the Templar devotion spell, the one that allows you to use chants is that you can spam chants. I don't know if it was intentionally left that way and it saved me when i ran into a mimic by unleashing an iron horn horde but just thought i'd mention it.

    First of all, great mod, you

    First of all, great mod, you deserve a commendation. Big thumbs up.

    After lurking around the comments I didn't come by mention of the Mystic Aid spell, in the description is stated it increases the party's melee and ranged critical chance, and in the stats (for my lvl 56 nature mage) it says the increase is "+-65" while for my lap dragon is "+268" which confuses me a little.

    Other bugs and errors I have already seen addressed on the thread so I'll save you the extra read. Thanks for all your work.

    DrakeIsGod's picture
    Ancient Gifts- Small Bug Report

    The Orb of Frost and the Orb of Fire do not autocast but can be placed in the autocast slots. I haven't tested too many other spells yet though, I'll be back with more to report

    Lukawh's picture
    I have seen the lightning

    I have seen the lightning orb issue with and also without Aranna Legacy.

    Regarding unlocking levels, KillerGremal already pointed me on Monster Level Adjustment, which can do the trick. But thank for offering your help Smile

    HardLess's picture
    Re: Little ancient bugs

    Hi Lukawh thanks for the feedback,

    I will take a look at the orb of lightning it seems pretty strange I remember having a look at this already, are you using the mod compatible with the Arrana Legacy ?

    About the second level of the templar it's an error from me I must have forgotten to mention that the chants can be used and I have also forgotten to mention that the templar is just converting a part of his mana not everything in order to let him use the DS1 buffs that we added.

    About the mod to unlock different level, I could release a new version in order to unlock everything if you want Smile.

    Thanks again,

    See you,

    HardLess.

    Lukawh's picture
    Little ancient bugs

    The new release is great. Thanks for the new Standard-Bearer skill values, much better now. I have only few little bugs to mention.

    The orb of lightning still has minimal damage always 5, despite the level.

    Templar's buff level II, I think it's templar's penintence, allows for using chants at any place but it isn't mentioned in the spell's description. Level III chant is fine in that. Also, these buffs used to drain all the character's mana, but now they drain only a part of mana pool. Is that intentional? Not like I considered it a bug, it's great that char can use also other buffs. :3

    And one thing that is off topic. Further down on this forum there is a little mod avadaible that unlocks BW campaign. Could it be modified to unlock Elite BW? I would be grateful for any advices or help Smile
    Ancient Gifts is awesome, btw, keep up the good work Smile

    DrakeIsGod's picture
    Thanks :)

    Thanks for the update Smile I really like what this mod has to offer :3

    HardLess's picture
    Ancient Gifts Mod Beta 1C Released

    Hi guys,

    After 4 month, here is the new version of the Ancient Gifts mod. This version is a bug fix of all the bugs reported excepted the bug of the orb autocast...

    I hope you'll like it Smile, me and Mantella are working on the Soul of Iron for the moment, so I hope I would be available in order to release the new version as early as possible.

    Thanks again to everyone,

    See you,

    HardLess.

    DrakeIsGod's picture
    Sweet :)

    I look forward to it :3 I really like the work you two are doing

    Glag to see you give it a

    Glag to see you give it a try.
    Hardless just gave me a new version today that fix most of the bugs reported here. Expect a release very soon.
    CU
    Mantella

    DrakeIsGod's picture
    Ancient Gifts

    Hey I just started using this mod, I'll give feedback whenever I can. I don't know why I thought it would replace a skill tab or something so I was with-holding the thought of downloading it until now. Lukawh also really turned me on to the idea of using Ancient Gifts so I really look forward to giving it a shot.

    IceLancer's picture
    aware

    I am not sure was that sarcastic praise or .. (not English native/might miss Some hidden talk?)
    anyway
    I am aware of Erasira.
    Although i just prefer OnGO skill reset,just press button where ever you are,and reset.Its more convenient for me.

    Erasira reset is just too ...much lines of talk for simple reset ,and sometimes i can't even remember the name of each skill i wanna reset to use npc.
    If i would rewrote that npc he would have first option reset all skills,and then somewhere deeper reset skills one by one.But as i said,remembering all skill names..is not my forte

    KillerGremal's picture
    Doubtful

    @IceLancer: Not to become (too) off-topic, but that's exactly something Erasira and their skill resetting colleagues were waiting for... Shock

    Should you miss these NPCs on custom maps I'm quite optimistic that they will be there soon. Basically however they are availabe even for v2.2 meanwhile, and some maps actually have them already.

    IceLancer's picture
    Reset skills support

    Interesting passives.
    Anyway i wanted to have some fun with it,and then i realized that i can't reallocate /reset skills Smile
    So i did something about it
    Here is reset skill script integrated with Aranna Legacy Mod for BW
    It will add button on bottom bar (near minimap) that can reset all skills including DS2/BW/ and your skill table
    If you use this modified table then remove the originl Aranna Legacy3r mod as they will conflict.

    Do note,that Aranna Legacy mod will conflict with Ely's Succubuss Mod. I do not recommend using both of them in same time.
    This is not for DS2 only for DS2BW

    https://mega.co.nz/#!9xwwGYwQ!_xcqNRxKQXeYg89W_ne6r47-VDoerAvhptAilNs16mE

    Have fun.And thanks

    Fire ring

    Hello,
    To make the fire ring work you need only 1 point in Sealed Fate (soul of iron skill tab, second hexagon shaped point in the middle) that requires around lvl 36 in magic and 38 in melee. Then put some points in the Ignite skill in the combat magic skill tab. Same procedure if you want arcing if you deal lighning magic or life steal if you deal death magic.
    Thanks for feedback by the way. Hardless is back in modding and we are bug tracking this week.
    Thanks again mate !

    HardLess's picture
    Re: Power pedestals and Healing orb

    About the Power Pedestals, I have seen that and I'll try to fix it Smile.

    When I test a spell I create it to be use by a character level 40, I must have forgotten to modify the spell and make it for level 10 Smile, my bad.

    I'll post a Beta 1C with all the bugs you have spotted fixed in a few days Smile.

    See you,
    Thanks again,
    HardLess.

    Lukawh's picture
    Power pedestals and Healing orb

    You're more than welcome.

    Next thing I found is that orbs shoot at Power Pedestals even when it's already deactivated. Again, this is just a petty detail Smile

    Also, the Orb of healing costs about 3000-4000 coins and shows up in store when a reach lvl cca 40, while it only requires lvl 10 Nature magic. I assume Stone fists must be quite happy about that Smile

    I am also curious: few posts ago, Mantella posted a pic of fire damage caused by Iron soul character. How do i make that effect look like circle? Because mine only looks like a little burst. Is that about the number of skill points I invest in Searing flames passive skill?

    With regards,
    Lukawh

    HardLess's picture
    Re: Ancient Findings

    Hi Lukawh,

    As always I thanks you a lot for your feedbacks.

    Lukawh wrote:
    Since I am keen on orbs, I'll start with them. They work great and it's just cool that passive skills like Grim Necromancy and Searing Flames affect them. But after some time, I stopped using them because of the annoying noises they make. Every second of fight the same sound repeats as they shoot every second and after few hours, it just drives me mad. I know that they use original sounds, but perhaps they could be made a little quieter (Hopefuly I spelled it correctly) or they could be given some other, barely noticable sound. Also, the Orb of lightning has despite my level always the same minimal damage (4) and the max one also seems somewhat lesser than those of Fire and Acid orbs.

    I'll reduce the sound the orbs make and will look arroud the Orb of Lightning as well.

    Lukawh wrote:
    Items with modifiers that alter Soul of Iron passive skills don't seem to apply bonuses to characters that don't meet the requirements for them. For example, Amren (LVL 39 Ranged) gets no magical resistance from ring that increases Impenetrable mind passive skill, but Thuaa (LVL 39 Soul of Iron) gets it correctly.

    This is pretty strange but I assume that you are right Smile.

    Lukawh wrote:
    I also believe that there is a slight misspelling in Wraith passive skill. In the description there is written Wairth. Nothing really important

    Ooops, yes you are right Smile.

    Lukawh wrote:
    Regarding the Standard Bearer skill, I think that 5% Health Regen is too little for 1 Skill point. If I was to spend my skill point on Health Regen, it would have to be at least 15 or 20. It's true that player might boost it to extreme heights, but if the bonus scaling was something like this 20%,18%,16%,14%,.... then it would seem more reasonable to me. Just my personal opinion though.

    Me and Mantella are working on an overhaul of the skill table but it will be a feature in a future update so I'll modify this asap.

    I'm glad you like the Ancient Gifts, I'm really busy at the moment (IRL), so I don't have much time to carry on my mod, but I'll Smile.

    This is a beta and we tried to balance the Soul of Iron but he seems a bit powerful at the moment Laughing out loud.

    Thanks again,

    HardLess.

    Lukawh's picture
    Ancient Findings

    So I have been playing for some time using Aranna Legacy and Ancient Gifts version that is compatible with that and I have few findings.

    Since I am keen on orbs, I'll start with them. They work great and it's just cool that passive skills like Grim Necromancy and Searing Flames affect them. But after some time, I stopped using them because of the annoying noises they make. Every second of fight the same sound repeats as they shoot every second and after few hours, it just drives me mad. I know that they use original sounds, but perhaps they could be made a little quieter (Hopefuly I spelled it correctly Laughing out loud ) or they could be given some other, barely noticable sound. Also, the Orb of lightning has despite my level always the same minimal damage (4) and the max one also seems somewhat lesser than those of Fire and Acid orbs.

    Items with modifiers that alter Soul of Iron passive skills don't seem to apply bonuses to characters that don't meet the requirements for them. For example, Amren (LVL 39 Ranged) gets no magical resistance from ring that increases Impenetrable mind passive skill, but Thuaa (LVL 39 Soul of Iron) gets it correctly.

    I also believe that there is a slight misspelling in Wraith passive skill. In the description there is written Wairth. Nothing really important Laughing out loud

    Regarding the Standard Bearer skill, I think that 5% Health Regen is too little for 1 Skill point. If I was to spend my skill point on Health Regen, it would have to be at least 15 or 20. It's true that player might boost it to extreme heights, but if the bonus scaling was something like this 20%,18%,16%,14%,.... then it would seem more reasonable to me. Just my personal opinion though. Smile

    So far all I can complain about Smile I just got to level 39 and finished off the Dark Wizards with 2 Iron Souls (my character with dual-wielding and Drovan with shield), an archer (Amren, who hopes to combine ranged with nature magic once something like that is possible) and combat mage Finala. I played through the original campaign more than 10 times, but I never had that powerful party. Guess which two characters ensure that Wink

    HardLess's picture
    Re: Accuracy and Orbs

    Lukawh wrote:
    I am currently level 8 so so far I can only dream about magical damage. Smiling It all works great and I enjoy the game. Only possible little issue I noticed was the accuracy spell. I don't know whether it is intentional or not, but it has no equip requirements, but its price seems to be intended as for higher level spell.

    Yes, my bad I forgot to put the accuracy spell requirement level to the original one, I'll modify this.

    Lukawh wrote:
    Also, autocasting orbs would be fine, because while using Templar's Devotion I have to manualy use the orb before charecter uses Devotion because afterwards she has no mana.

    I will try to look at this and the healing wind issue as soon as possible Smile.

    HardLess.

    Lukawh's picture
    Accuracy and Orbs

    I am currently level 8 so so far I can only dream about magical damage. Smile It all works great and I enjoy the game. Only possible little issue I noticed was the accuracy spell. I don't know whether it is intentional or not, but it has no equip requirements, but its price seems to be intended as for higher level spell.

    Also, autocasting orbs would be fine, because while using Templar's Devotion I have to manualy use the orb before charecter uses Devotion because afterwards she has no mana.

    IMO replacing the Energy Orb was logical step since having two Energy Orbs might be little odd. In the future perhaps the power could be renamed and given some new effect and Energy Orb would become a spell again. But that's just an idea, it's great the way it is. And I absolutely agree, the effect is way better than in DS1.

    Playing with fire

    Lukawh wrote:
    I am especialy internsted in the arcing lightning.

    Adding fire damage and ignite to melee weapon is pretty badass too Laughing out loud

    Yes Ancient Gift is not compatible atm with Elys mod. Hardless told me yesterday that he is considering making a compatible version and that it won't be too long and difficult. I hope he can get it work soon.

    The energy Orb was a spell in DS1 but is a power in DS2, that's why we replaced the DS2 effect with a remake of DS1 effect that looks much better imo. What do you think about this choice?

    Mantella